2d-games
Free2D game development principles. Sprites, tilemaps, physics, camera.
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Test-Driven Development workflow principles. RED-GREEN-REFACTOR cycle.
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Write tests first, code second.
🔴 RED → Write failing test
↓
🟢 GREEN → Write minimal code to pass
↓
🔵 REFACTOR → Improve code quality
↓
Repeat...
| Focus | Example |
|---|---|
| Behavior | "should add two numbers" |
| Edge cases | "should handle empty input" |
| Error states | "should throw for invalid data" |
| Principle | Meaning |
|---|---|
| YAGNI | You Aren't Gonna Need It |
| Simplest thing | Write the minimum to pass |
| No optimization | Just make it work |
| Area | Action |
|---|---|
| Duplication | Extract common code |
| Naming | Make intent clear |
| Structure | Improve organization |
| Complexity | Simplify logic |
Every test follows:
| Step | Purpose |
|---|---|
| Arrange | Set up test data |
| Act | Execute code under test |
| Assert | Verify expected outcome |
| Scenario | TDD Value |
|---|---|
| New feature | High |
| Bug fix | High (write test first) |
| Complex logic | High |
| Exploratory | Low (spike, then TDD) |
| UI layout | Low |
| Priority | Test Type |
|---|---|
| 1 | Happy path |
| 2 | Error cases |
| 3 | Edge cases |
| 4 | Performance |
| ❌ Don't | ✅ Do |
|---|---|
| Skip the RED phase | Watch test fail first |
| Write tests after | Write tests before |
| Over-engineer initial | Keep it simple |
| Multiple asserts | One behavior per test |
| Test implementation | Test behavior |
| Agent | Role |
|---|---|
| Agent A | Write failing tests (RED) |
| Agent B | Implement to pass (GREEN) |
| Agent C | Optimize (REFACTOR) |
Remember: The test is the specification. If you can't write a test, you don't understand the requirement.
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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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