Develop TypeScript services and workflows with Effect v4 by checking its source and existing project examples. Guides data schemas, typed errors, explicit dependencies, and tests that follow the project's established patterns.
- Implementing services with Effect v4
- Defining data schemas and typed errors
- Organizing dependencies and HTTP handlers
Kilo-Org/kilocode☆ 27.8KUpdated Oct 25, 2026
Keep Kilo-specific changes small in files shared with upstream OpenCode. The skill guides where to place custom logic and tests, how to mark changes, and how to check annotations while preserving behavior.
- Add Kilo-specific features to shared upstream code
- Move additive logic into Kilo-owned files
- Clean up outdated or overly broad change markers
Kilo-Org/kilocode☆ 27.8KUpdated Oct 25, 2026
Switches the Kilo JetBrains plugin between a pinned released CLI and a freshly built local CLI. Includes commands to clear old build artifacts, regenerate the local executable, and verify the selected setup with Gradle.
- Pinning the plugin to the latest stable CLI release
- Switching to a locally built CLI for development
- Regenerating the local CLI after changes
Kilo-Org/kilocode☆ 27.8KUpdated Oct 25, 2026
Check whether development tasks are ready for implementation by reviewing acceptance criteria, design decisions, dependencies, and required evidence. Receive one of four verdicts for each task, with specific gaps and suggested fixes.
- Checking a task before assigning implementation
- Reviewing all tasks in the current sprint
- Finding ambiguous acceptance criteria
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Get started with a game project by reviewing existing work and answering questions about the idea, project scope, and preferred confirmation frequency. Save initial project settings and receive a workflow matched to the chosen level of process.
- Starting a game project without an idea
- Choosing next steps for a rough or clear concept
- Organizing existing game documents and code
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Refine a game feature or area through performance measurement, visual and audio polish, and stress and regression testing. Report before-and-after metrics, remaining issues, and release readiness, with work limited to the enabled team roles.
- Identify performance bottlenecks in combat
- Refine particle effects and shaders
- Review sound feedback and audio mixing
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Review a completed development task against its acceptance criteria, check differences from design and architecture documents, and prompt code review. After approval, update the task's status and identify the next story to work on.
- Checking acceptance criteria before closing a development task
- Recording differences between implementation and design
- Remembering code review before marking work complete
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Coordinate role-based agents to design, implement, integrate, and test a game combat feature. The workflow covers gameplay rules, enemy behavior, visual effects, and audio planning, with a final report on completion, test results, and unresolved issues.
- Design and implement a parry mechanic
- Coordinate enemy reactions, effects, and audio events
- Review combat architecture for the configured engine
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Find and organize technical debt, the code issues deferred for later improvement. Maintain a register, rank items by impact and repair effort, and report unresolved work and changes over each sprint.
- Scan code for signs of deferred maintenance
- Record known issues and reasons for deferring fixes
- Prioritize fixes by impact and effort
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Build a short, playable game sequence before full production to check whether the complete gameplay loop works at the intended quality. Use playtest observations and daily progress records to assess feasibility and decide the next direction.
- Checking production feasibility after game design is complete
- Testing a complete gameplay loop with players
- Estimating production speed from actual build progress
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Coordinate a game interface feature from user experience specifications through visual design, implementation, review, and polish. Reuse existing interaction patterns and report input support, accessibility checks, engine validation, and unresolved issues alongside the delivered interface.
- Building an inventory screen from specification through implementation
- Designing and implementing a game's main menu
- Creating a HUD with defined visual and interaction constraints
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Break a large game development feature into implementation tasks with clear acceptance criteria. Each task carries relevant requirements and design decisions, with test specifications added when the selected review mode includes a QA review.
- Break a game feature into implementation tasks
- Carry requirements and design decisions into task files
- Define acceptance criteria and test specifications
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Compare planned game content counts with implementation files for enemies, levels, items, abilities, dialogue, and quests. Produce a gap table showing approximate progress and priority shortages, either across all systems or for one selected system.
- Comparing planned and implemented game content
- Finding shortages in priority features
- Auditing content for a single game system
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Handle critical bugs in a released game through an emergency workflow. Investigate the cause, prepare a minimal fix, track reviews and tests, and verify the fix reaches development branches, with deployment approval and post-release checks recorded.
- Responding to crashes or data loss in a released game
- Preparing a minimal emergency patch
- Tracking patch approvals, tests, and rollback plans
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Translate approved game designs into a technical blueprint before coding begins. Map system layers, module responsibilities, data flow, and API boundaries, then check architecture decisions against the pinned engine and identify missing knowledge or decisions.
- Creating a technical blueprint before implementation
- Clarifying system layers and module responsibilities
- Mapping data flow and API boundaries
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Improve an existing skill by checking its structure and category requirements, proposing focused fixes, and testing again. Compare failure and warning counts to decide whether to keep changes or restore the previous content.
- Fix missing fields and instructions in a skill
- Address findings from category checks
- Compare check results before and after edits
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Check game design documents against a shared registry of entities, items, formulas, and constants. Get a report of conflicting values, outdated registry entries, and references that lack enough detail to verify, with guidance on which documents need changes.
- Checking consistency after adding a game design document
- Finding conflicting item prices or attributes
- Reviewing documents changed since the last review
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Audit an existing project's design documents and supporting files to check whether their formats work with the template's skills. Get a numbered migration plan that prioritizes gaps and required changes, rather than simply listing what exists.
- Checking existing documents before adopting a project template
- Auditing game design documents or architecture decision records
- Prioritizing gaps in project tracking and configuration files
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Turn accepted architecture decisions, project preferences, and engine references into a practical rules document. Organize required patterns, forbidden approaches, and performance limits by architectural layer, with a source attached to each rule.
- Consolidating implementation rules from accepted decisions
- Updating rules after architecture decisions change
- Reviewing naming conventions and performance limits
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Prepare and check a game's localization, from extracting text and briefing translators to checking missing translations and display limits. It also covers cultural review, voice recording preparation, right-to-left layouts, and release quality checks.
- Find hardcoded text and prepare translation tables
- Check missing translations and placeholder mismatches
- Prepare translator briefs and voice recording scripts
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Review a game design document before implementation. Check missing sections, conflicting rules, formulas, dependencies, and testable success conditions, then report blocking issues and recommended changes. Full mode adds reviews by relevant specialist agents.
- Check a design document before implementation
- Find formula errors and conflicting system rules
- Rewrite vague success conditions as measurable checks
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Write a game design document for one system, such as combat, crafting, or dialogue. Work through sections with specialist agent input, check dependencies against existing designs, and save approved sections with progress records for later continuation.
- Writing a combat or crafting system design
- Checking dependencies against existing game designs
- Developing specifications with specialist agent input
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Review whether game design requirements are covered by documented architecture decisions. Identify missing coverage, conflicting decisions, and engine compatibility concerns, with an optional matrix linking requirements to development stories and tests.
- Find game requirements without architecture decisions
- Check for conflicts between architecture decisions
- Review compatibility with the pinned engine version
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026
Review game code for likely performance bottlenecks in processing, memory, rendering, and data loading. Compare available estimates with configured limits and produce ranked optimization recommendations, including expected impact, effort, risks, and areas needing runtime measurement.
- Finding performance bottleneck candidates in one game system
- Reviewing performance across the whole game
- Comparing available estimates with configured performance limits
Donchitos/Claude-Code-Game-Studios☆ 27.6KUpdated Oct 19, 2026