Designing tabletop games - from core mechanics to manufacturing, from prototyping to KickstarterUse when "board game, tabletop, card game, worker placement, deck building, area control, playtesting, rulebook, kickstarter game, game balance, asymmetric factions, euro game, ameritrash, party game, dice game, prototype, game publisher, crowdfunding game, board-games, tabletop, game-design, mechanics, playtesting, kickstarter, manufacturing, rulebook, components, balance, player-interaction" mentioned.
日本語の概要は準備中です。原文の説明を表示しています。
omer-metin/skills-for-antigravity☆ 1652026年1月22日 更新
Use when writing or editing Pixi'VN story content — defining labels (scenes) with newLabel, writing dialogue steps, adding player choices with newChoiceOption/newCloseChoiceOption, conditional/branching labels, or wiring up narration.call/jump/continue and Game.start to progress the story.
日本語の概要は準備中です。原文の説明を表示しています。
DRincs-Productions/pixi-vn☆ 1512026年10月1日 更新
Use when implementing "go back" / "rewind" / step-navigation features in a Pixi'VN game, or when you need to read the player-facing dialogue/choice history (e.g. for a backlog or "history log" UI) — covers the History module's `stepHistory` API and the "step" vs "paragraph" goBackMode.
日本語の概要は準備中です。原文の説明を表示しています。
DRincs-Productions/pixi-vn☆ 1512026年10月1日 更新
Use when you are about to hand off a change a player can see - the exact steps to look at it running (web game in the browser at two viewports plus a seeded Playwright smoke run for input and console errors; engine games through a headless frame capture), the checklist, and how to report what could not be observed.
日本語の概要は準備中です。原文の説明を表示しています。
makifbaysal/tasktrooper☆ 1122026年10月12日 更新
ESPHome device configuration, firmware, and IoT product development. Covers ESP32, ESP32-S3, ESP32-C3, ESP32-C6, ESP32-H2, ESP32-P4, ESP8266, RP2040, RP2350, nRF52, LibreTiny, Shelly, Sonoff, Tuya, BLE proxy, Matter firmware, Thread, Zigbee, GPIO, sensor YAML, LVGL displays, LED strips, voice assistant hardware, device flashing, Arduino conversion, alarm_control_panel, lock, valve, media_player, microphone, speaker, audio DAC, event entities, datetime entities, Z-Wave proxy, MIPI DSI displays, and DLMS smart meters. Also covers designing new ESPHome-based products: hardware selection, component sourcing, PCB design (KiCad), enclosures, 3D printing, CE/FCC certification, BOM optimization, and manufacturing from prototype to production scale.
日本語の概要は準備中です。原文の説明を表示しています。
tonylofgren/aurora-smart-home☆ 1062026年10月5日 更新
Godot 4 多人游戏核心模式,包括场景管理、玩家生命周期、死亡复活机制。
日本語の概要は準備中です。原文の説明を表示しています。
925236118/AlphaAgent☆ 1032026年10月8日 更新
Audit the game for security vulnerabilities: save tampering, cheat vectors, network exploits, data exposure, and input validation gaps. Produces a prioritised security report with remediation guidance. Run before any public release or multiplayer launch.
日本語の概要は準備中です。原文の説明を表示しています。
striderZA/OpenCodeGameStudios☆ 932026年10月7日 更新
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
日本語の概要は準備中です。原文の説明を表示しています。
striderZA/OpenCodeGameStudios☆ 932026年10月7日 更新
Auto-generates a changelog from git commits, sprint data, and design documents. Produces both internal and player-facing versions.
日本語の概要は準備中です。原文の説明を表示しています。
striderZA/OpenCodeGameStudios☆ 932026年10月7日 更新
Guided game concept ideation — from zero idea to a structured game concept document. Uses professional studio ideation techniques, player psychology frameworks, and structured creative exploration.
日本語の概要は準備中です。原文の説明を表示しています。
striderZA/OpenCodeGameStudios☆ 932026年10月7日 更新
Use this skill when building, debugging, or answering questions about Liveblocks. Liveblocks gives you the building blocks and infrastructure to enable people and AI to work together inside your app, powering realtime collaboration. Liveblocks features include collaboration, rooms, organizations, workspaces, comments, composer, threads, notifications, multiplayer, conflict resolution, realtime presence, avatar stacks, AI collaborators, AI agents, text editors, Tiptap, BlockNote, Lexical, React Flow, Chat SDK. Common components include AiChat, Thread, InboxNotification, Composer, Toolbar (for Lexical Tiptap), FloatingToolbar, FloatingComposer, FloatingThreads, AnchoredThreads. Common hooks include useThreads, useStorage, useMutation, useOthers, useInboxNotifications, useAiChats. Common issues are related to authentication (ID tokens vs access tokens), permissions, room limits, connection errors, user info.
日本語の概要は準備中です。原文の説明を表示しています。
code-with-antonio/browser-automation-app☆ 882026年7月18日 更新
Find, play, queue and download media with the user's Opal player through the opal MCP server. Use when the user asks to watch, play, find, queue, pause, skip or download a movie, show, anime, video, song or stream.
日本語の概要は準備中です。原文の説明を表示しています。
debpalash/Opal☆ 862026年10月13日 更新
Go-based security techniques from "Black Hat Go" extended with macOS, Cloud, Mobile, IoT, Supply Chain, API, Web3, AI/ML, Red Team, ATT&CK, and LLM chapters. 186 techniques, 36 tools, 33 defenses across 37 chapters. Includes adversarial bisimulation games with Ungar (order-dependent) and join-semilattice structures. AAIF-compatible multiplayer agent games for human-agent security exercises.
日本語の概要は準備中です。原文の説明を表示しています。
plurigrid/asi☆ 672026年7月10日 更新
Participate in DojoZero prediction games, including NBA and FIFA World Cup trials. Use when user wants to find games, join them, check scores/odds, place bets or prediction-window picks, or view leaderboards.
日本語の概要は準備中です。原文の説明を表示しています。
agentscope-ai/DojoZero☆ 542026年7月27日 更新
Use when writing or modifying code for s&box, sbox, the Facepunch sandbox engine, or any Source 2 game project in C#. Triggers on mentions of s&box, sbox, sandbox game, Facepunch engine, Source 2 game, `.sbproj`, `.razor` with `PanelComponent`, `@inherits PanelComponent`, `Sandbox.Component`, `GameObject` + `Components.Get<T>`, `Scene.Trace`, `CharacterController` + `.Move()`, `SkinnedModelRenderer`, `NavMeshAgent`, `[Sync]`, `[Rpc.Broadcast]`, `[Property]`, `INetworkListener`, `ISceneEvent`, `PlayerController` in C#. Also triggers on any file with `using Sandbox;` or `using Sandbox.UI;` that isn't Unity/Godot/Unreal. Writes idiomatic s&box C# components, Razor UI, and networking code; prevents Unity-pattern leakage.
日本語の概要は準備中です。原文の説明を表示しています。
gavogavogavo/claude-sbox☆ 462026年6月23日 更新
Scaffold editorial documentation sites with the Vellum design system — OKLCH palette, Bodoni Moda / Source Serif 4 / Inconsolata typography, warm or dark space theme, 35 semantic components (state cards, parity matrices, entity dossiers, stat stacks, utterance blocks, editorial notes, entity flows, fact blocks, sub-navigation, source lists, debugger panels, ring visualizations, phase timelines, glossaries, subject-intro, stat-bar, hero-image with lightbox, gallery/masonry grid, audio player with Web Audio API). Static HTML, zero build step. Use when building competitive intelligence pages, personal archives, internal documentation, roadmaps, or multi-page static sites that need a designed, non-generic aesthetic.
日本語の概要は準備中です。原文の説明を表示しています。
tdimino/claude-code-minoan☆ 412026年9月28日 更新
The TaskBarHero game updated (new version) and the tbh-meter reader needs re-calibration — symptoms are gold showing 0, stage mode "?", or the live party/XP/stats dropping out (party empty / no live levels / runs degraded) after a patch, or you're prepping a meter release for a new game build. Runs the diagnose→dump→diff→reseed→bump→verify playbook (the fix is usually a reseed, but a build can also change an Obscured encoding with zero offset movement — caught only by the live gate, fixed by a read-strategy change). Use when the game version changed, after a TBH patch, when a player reports gold/stage/party/XP broken following an update, or when asked to re-seed / re-calibrate the reader for a new build.
日本語の概要は準備中です。原文の説明を表示しています。
mad-labs-org/tbh-meter☆ 382026年10月13日 更新
Design and build reactive, type-safe, production-grade backends on Convex. Covers schema, queries/mutations/actions, indexes, auth, file storage, scheduling, real-time multiplayer, mobile backends, and LLM/agent workflows on Convex's one-platform stack.
日本語の概要は準備中です。原文の説明を表示しています。
cline/skills☆ 352026年7月21日 更新
Create polished audio content and save to Spotify. Produces episodes with TTS narration, a rich timeline (chapters plus in-player images, external links, and Spotify entity cards), and a cover image. Also use for raw media saves, show/episode management, and timeline navigation.
日本語の概要は準備中です。原文の説明を表示しています。
cline/skills☆ 352026年7月21日 更新
Game design principles. GDD structure, balancing, player psychology, progression.
日本語の概要は準備中です。原文の説明を表示しています。
VoDaiLocz/kilo-kit-mcp☆ 272026年9月13日 更新
"Apply the Co-opetition Value Net framework (Brandenburger and Nalebuff, 1996) to map cooperative and competitive dynamics in business relationships. Use this skill when the user needs to identify complementors, analyze the PARTS framework, or design strategies that simultaneously cooperate and compete with the same players.".
日本語の概要は準備中です。原文の説明を表示しています。
charlieviettq/awesome-agent-skill☆ 262026年7月20日 更新
"Apply Moore's business ecosystem framework to analyze how firms co-evolve through four stages (birth, expansion, authority, renewal) and occupy different ecosystem roles. Use this skill when the user needs to map ecosystem dynamics in a platform or industry, evaluate keystone vs dominator strategies, assess ecosystem health, or when they ask 'what stage is this ecosystem in', 'how should we position in this ecosystem', or 'why is this ecosystem declining despite having a dominant player'.".
日本語の概要は準備中です。原文の説明を表示しています。
charlieviettq/awesome-agent-skill☆ 262026年7月20日 更新
Use when adding multimedia to PyQt/PySide6 apps - audio and video playback with QMediaPlayer, camera capture with QCamera and QMediaCaptureSession, audio/video recording with QMediaRecorder, GStreamer backend setup, or codec and platform compatibility issues
日本語の概要は準備中です。原文の説明を表示しています。
CodeAtCode/oss-ai-skills☆ 242026年10月9日 更新
Use when building GBA games with the BPCore Lua engine - entity, sprite and tilemap functions, SRAM save and load, link cable multiplayer protocol, camera and scrolling, or optimization patterns
日本語の概要は準備中です。原文の説明を表示しています。
CodeAtCode/oss-ai-skills☆ 242026年10月9日 更新