2d-games
Free2D game development principles. Sprites, tilemaps, physics, camera.
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Grill the user relentlessly about a plan, decision, or idea. Use when the user wants to stress-test their thinking, or uses any 'grill' trigger phrases.
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Interview the user relentlessly until you reach a shared understanding. Map this as a design tree: every decision branches into the decisions that hang off it.
Work the tree in rounds. The frontier is every decision whose prerequisites are already settled: the questions you can ask now without guessing at answers you haven't heard yet. Ask the whole frontier in one round: number each question and give your recommended answer. Then wait for the user's answers before the next round.
Format a round like so:
❓ **Q1** - **<question title>**: <question body, might be multiple paragraphs, including multiple choices>
➡️ <your recommended answer>
---
❓ **Q2** - **<question title>**: <question body, might be multiple paragraphs, including multiple choices>
➡️ <your recommended answer>
Each round the user answers reshapes the tree: settled decisions push the frontier outward and unblock questions that depended on them. Recompute the frontier and ask the next round. A question whose answer depends on another question still open in this round belongs to a later round, not this one.
Finding facts is your job, never the user's. When a frontier question needs a fact from the environment (filesystem, tools, etc.), dispatch a sub-agent to find it; don't ask the user for anything you could look up yourself. Don't block on it: a running exploration is an unsettled prerequisite, so only the questions downstream of it wait for the sub-agent to report; ask the rest of the frontier now. The decisions are the user's: put each to them and wait.
The session is done when the frontier is empty: every branch of the design tree visited, nothing left silently assumed. Do not act on it until the user confirms you have reached a shared understanding.
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2D game development principles. Sprites, tilemaps, physics, camera.
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3D game development principles. Rendering, shaders, physics, cameras.
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Create aesthetically beautiful interfaces following proven design principles. Use when building UI/UX, analyzing designs from inspiration sites, generating design images with ai-multimodal, implementing visual hierarchy and color theory, adding micro-interactions, or creating design documentation. Includes workflows for capturing and analyzing inspiration screenshots with chrome-devtools and ai-multimodal, iterative design image generation until aesthetic standards are met, and comprehensive design system guidance covering BEAUTIFUL (aesthetic principles), RIGHT (functionality/accessibility), SATISFYING (micro-interactions), and PEAK (storytelling) stages. Integrates with chrome-devtools, ai-multimodal, media-processing, ui-styling, and web-frameworks skills.
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Use when implementing or managing persistent, hierarchical memory systems for AI agents. Covers cross-session state, fact supersession, and self-managed memory tools to enable long-term recall and adaptive agent behavior.
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Use when monitoring, tracing, or debugging agentic workflows in production. Keywords: observability, tracing, OpenTelemetry, Langfuse, latency, token cost, loop detection, telemetry.
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Use when building self-correcting retrieval systems for AI agents. Keywords: RAG, retrieval, Corrective RAG, Self-RAG, query decomposition, reranking, hallucination, grounding.
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