2d-games
Free2D game development principles. Sprites, tilemaps, physics, camera.
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Turn the current conversation into a spec and publish it to the project issue tracker: no interview, just synthesis of what you've already discussed.
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See how to installReview the instructions the agent will receive before you install.
This skill takes the current conversation context and codebase understanding and produces a spec. Do NOT interview the user; just synthesize what you already know.
The issue tracker and triage label vocabulary should have been provided to you. If not, tell the user to run /setup-matt-pocock-skills.
Explore the repo to understand the current state of the codebase, if you haven't already. Use the project's domain glossary vocabulary throughout the spec, and respect any ADRs in the area you're touching.
Sketch out the seams at which you're going to test the feature. Existing seams should be preferred to new ones. Use the highest seam possible. If new seams are needed, propose them at the highest point you can. The fewer seams across the codebase, the better - the ideal number is one.
Check with the user that these seams match their expectations.
ready-for-agent triage label - no need for additional triage.The problem that the user is facing, from the user's perspective.
The solution to the problem, from the user's perspective.
A LONG, numbered list of user stories. Each user story should be in the format of:
This list of user stories should be extremely extensive and cover all aspects of the feature.
A list of implementation decisions that were made. This can include:
Do NOT include specific file paths or code snippets. They may end up being outdated very quickly.
Exception: if a prototype produced a snippet that encodes a decision more precisely than prose can (state machine, reducer, schema, type shape), inline it within the relevant decision and note briefly that it came from a prototype. Trim to the decision-rich parts, not a working demo, just the important bits.
A list of testing decisions that were made. Include:
A description of the things that are out of scope for this spec.
Any further notes about the feature.
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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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