Expert in gamification mechanics - points, badges, streaks, progress bars, and the psychology that makes them work. Covers variable reward systems, progress mechanics, social competition, and ethical considerations. Knows how to create engagement without manipulation. Use when "gamification, points, badges, streaks, leaderboard, achievements, engagement, retention loop, " 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
Autonomous agents are AI systems that can independently decompose goals, plan actions, execute tools, and self-correct without constant human guidance. The challenge isn't making them capable - it's making them reliable. Every extra decision multiplies failure probability. This skill covers agent loops (ReAct, Plan-Execute), goal decomposition, reflection patterns, and production reliability. Key insight: compounding error rates kill autonomous agents. A 95% success rate per step drops to 60% by step 10. Build for reliability first, autonomy second. 2025 lesson: The winners are constrained, domain-specific agents with clear boundaries, not "autonomous everything." Treat AI outputs as proposals, not truth. Use when "autonomous agent, autogpt, babyagi, self-prompting, goal decomposition, react pattern, agent loop, self-correcting agent, reflection agent, langgraph, agentic ai, agent planning, autonomous, agents, langgraph, react, planning, reflection, guardrails, reliability, checkpointing" 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
Closes a large backlog of findings (a gap analysis, an audit, or 10+ bugs) in prioritized waves. Loops through triage, dependency analysis, parallel fix streams, a test gate, and re-audit until the target is met. Use after a gap analysis, audit, or review produces 10+ findings, or to burn down a large bug or tech-debt backlog.
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。
ash1794/vibe-engineering☆ 1642026年10月8日 更新
游戏设计 (Game Design) — 设计游戏的规则 / 系统 / 机制 / 体验 的从业者认知操作系统 (以电子游戏为主, 含桌游 / 卡牌 / 棋盘游戏): 决定「玩家做什么、为什么有意义、每一刻的体验如何」的学科 —— 区别于游戏程序 (引擎 / 代码)、游戏美术 (视觉 / 音频)、游戏制作 (排期 / 预算 / 团队)。覆盖 (a) 核心设计理论与框架 (MDA 机制-动态-美学 Hunicke/LeBlanc/Zubek + Schell 的「透镜」+ Koster「乐趣即学习」理论 + Sid Meier「一连串有趣的决策」+ Salen & Zimmerman「有意义的游玩」/「二阶设计」/「魔法圈」+ Costikyan 论不确定性 + Suits/Huizinga 游戏哲学), (b) 系统与机制设计 (核心循环 + 游戏经济 sink/source/产出-消耗 + 正负反馈环 + 资源与成长系统 + 涌现 vs 脚本 Will Wright「可能性空间」+ Machinations 经济建模 Dormans + 支配 / 退化策略 + 正交设计 Garfield), (c) 关卡与遭遇设计 (灰盒 blockout + 节奏与张力 + 预告 telegraphing + 主线 vs 探索 + 环境叙事 + 锁钥 gating + 难度曲线), (d) 游戏手感与「juice」(Steve Swink《Game Feel》+ 即时响应 + 屏震 / 反馈 / 打磨 + 输入与镜头 + 「手感」是设计出来的不是附带的), (e) 玩家心理与 UX (Celia Hodent《The Gamer's Brain》+ 心流通道 挑战 vs 技能 Csikszentmihalyi/陈星汉 Jenova Chen + Bartle 玩家类型 + 动机与奖励节奏 + 新手引导 FTUE / 教学化 + 认知负荷 + 无障碍), (f) 平衡与调优 (Ian Schreiber《Game Balance》+ 对称 / 非对称 + 动态难度 DDA + 传递 / 非传递平衡 + nerf/buff + 消除支配策略 + 测试驱动调优), (g) 叙事与任务设计 (ludonarrative 失调 / 和谐 + 环境与系统叙事 + 分支 vs 线性 + Amy Hennig 角色驱动 + 任务结构), (h) 以玩家为中心的迭代流程 (Tracy Fullerton《Game Design Workshop》playcentric + 纸面原型 + 垂直切片 + 测试协议「看而不说 / 你不是你的玩家」+ 快速迭代 + game jam), (i) 类型与形态工艺 (roguelike/roguelite 与程序生成 Derek Yu + 平台跳跃 + RPG 系统 + 策略 4X + 解谜设计 Jonathan Blow + 多人 / PvP 平衡 + 桌游 / 卡牌设计 Reiner Knizia/Richard Garfield/Brenda Romero), (j) F2P / 长线运营 / 商业化设计 (核心 / 元 / 经济循环 + 抽卡 gacha / 开箱 loot box / 战令 battle pass 机制 + 留存 D1/D7/D30 + 转化 + 鲸鱼 + live ops 内容节奏 —— 并诚实处理掠夺式暗黑模式 / 强迫循环 / 剥削式商业化的伦理), (k) 设计师角色与工艺职业 (系统 / 关卡 / 叙事 / UX 设计师之分 + 通才 vs 专才 + 独立作者 vs 3A 团队 + 设计文档 + 传达设计意图 + GDC 工艺社区)。跨 3A / 独立 / 手游 F2P / 桌游。不含 游戏程序 / 引擎 (Unity/Unreal 编码 / 图形 / 网络同步) / 游戏美术 / 动画 / 音频 / 游戏制作 / 项目管理 / 排期 / QA / 游戏作为生意 / 发行 / 市场 / 电竞运营为终点 / 泛泛「我想做游戏」的 game-dev 教程 —— 本 skill 是「设计」学科: 规则 / 系统 / 机制 / 体验。 (Game Design — the cognitive operating system of practitioners who design the rules, systems, mechanics, and experiences of games (video games primarily, plus tabletop/board/card games): the discipline of deciding WHAT the player does, WHY it is meaningful, and HOW the moment-to-moment experience feels — distinct from game programming (builds the engine/code), game art (visuals/audio), and game production (schedule/budget/team). Covers (a) core design theory & frameworks (MDA Mechanics-Dynamics-Aesthetics Hunicke/LeBlanc/Zubek, Schell's Lenses, Koster's theory of fun = learning, Sid Meier 'a series of interesting decisions', Salen & Zimmerman 'meaningful play'/'second-order design'/'magic circle', Costikyan on uncertainty, Suits/Huizinga play philosophy), (b) systems & mechanics design (core loops, game economy sink/source/faucet-drain, feedback loops positive/negative, resource & progression systems, emergence vs scripting Will Wright 'possibility space', Machinations economy modeling Dormans, dominant/degenerate strategy, orthogonal design Garfield), (c) level & encounter design (blockout/greybox, pacing & tension, telegraphing, critical path vs exploration, environmental storytelling, gating & lock-and-key, difficulty curve), (d) game feel & juice (Steve Swink 'Game Feel', moment-to-moment responsiveness, screenshake/feedback/polish, input & camera, the 'feel' is designed not incidental), (e) player psychology & UX (Celia Hodent 'The Gamer's Brain', flow channel challenge-vs-skill Csikszentmihalyi/Jenova Chen, Bartle player types, motivation & reward schedules, onboarding/FTUE/tutorialization, cognitive load, accessibility), (f) balancing & tuning (Ian Schreiber 'Game Balance', symmetry/asymmetry, dynamic difficulty adjustment DDA, transitive/intransitive balance, nerf/buff, dominant strategy elimination, playtesting-driven tuning), (g) narrative & quest design (ludonarrative dissonance/harmony, environmental & systemic storytelling, branching vs linear, Amy Hennig character-driven, quest structure), (h) player-centric iterative process (Tracy Fullerton 'Game Design Workshop' playcentric design, paper prototyping, vertical slice, playtesting protocol 'watch don't talk / you are not your play
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。
swaylq/master-skill☆ 1552026年9月6日 更新
Runs a long swarm of hundreds to thousands of cheap headless coding workers that drive a large failing-test backlog to green. Failures are clustered by signature, each worker fixes one cluster in its own git worktree, a serial no-regression merge gate lands the fixes, the loop resumes across restarts for hours, and it federates across sibling sessions over git branches when one container's CPU is not enough. Use for "fix these thousands of failing tests with a Haiku swarm", "drive the test suite to green with hundreds of agents", "build this compiler or interpreter against a conformance suite", "launch, relaunch or check in on the swarm loop", "the swarm is stuck, idle or rejecting everything", "parallel agents fixing tests keep hitting merge conflicts and regressions", "add sibling containers to the swarm", or "compare models on the tail the swarm could not fix". Ships the harness, a per-project TOML config, a fake-worker selftest, check-in signals and the 2026-10-12 haiku-cc failure catalogue.
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。
oaustegard/claude-skills☆ 1512026年10月13日 更新
Run Herdr loops for one open GitHub issue (resolve→review→fix) or an existing PR (review→lazy fixer) until CLEAN. Don't use for plain resolution without review, review-only/no-fix requests, backlog automation, or merging.
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。
luongnv89/skills☆ 1322026年10月14日 更新
Suede-affiliated recurring marketing workflow design for cadence, inputs, decision rules, checkpoints, failure states, and measurable outputs. Use when the user wants repeatable ad-fatigue, content-refresh, churn-watch, ranking-drop, or weekly-review loops. NOT FOR: one-off tactic ideation (use suede-marketing-ideas), experiment design (use suede-ab-testing), or creating a live automation without explicit scheduling authority.
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。
JasonColapietro/suede-creator-skills☆ 1272026年10月12日 更新
This skill should be used when the user asks to "add an animated background", "build a mesh/gradient background", "make an aurora/shader background", "add constellation/particle background", "animated hero background", or "a subtle looping background behind content". Covers CSS mesh gradients, GLSL shader gradients (Three.js), canvas particle constellations, seamless loops, and reduced-motion/performance handling — fully self-contained.
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。
iart-ai/motion-design-skills☆ 1172026年6月22日 更新
Use when writing anything that moves, animates, counts down or simulates - per-frame vs fixed-step callbacks per engine, the accumulator loop with interpolation, delta-scaled smoothing, pause and time scale, and determinism.
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☆ 1132026年10月12日 更新
Korean prose humanizer for Codex and Superloopy that rewrites Korean text so it sounds naturally human while preserving meaning, register, facts, protected tokens, and evidence. Use when the user asks to remove Korean AI tells, make Korean copy sound human, fix 번역투, remove ChatGPT/Claude/Gemini tone, polish Korean without changing meaning, or says "AI 티 없애줘", "AI 윤문", "번역투 고쳐", "사람이 쓴 것처럼", "humanize Korean", "한글 AI 티 제거", "글 자연스럽게 다듬어줘". Inspired by Korean AI-tell ideas from https://github.com/epoko77-ai/im-not-ai. Handles Korean rewriting only; not for translation, fact expansion, SEO rewriting, legal drafting, or generic proofreading.
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。
beefiker/superloopy☆ 1122026年10月13日 更新
Growth strategy for product-led and loop-driven growth systems. Use when building growth strategy, designing growth loops, planning acquisition channels, evaluating network effects, deciding when to scale, or coordinating product, engineering, data, and marketing around growth. For SEO audits use seo-and-aeo-strategy; for page/form CRO use conversion-rate-optimization; for A/B test design use ab-test-setup.
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。
manojbajaj95/claude-gtm-plugin☆ 1062026年9月18日 更新
Use when optimizing, auditing, or preparing to ship web animations or rendering performance work: frame loops, scroll/viewport reveals, mount/unmount transitions, canvas/WebGL lifecycles, reduced motion, lazy rendering, and deferred off-screen work. Use for jank, per-frame allocations, forced reflows, render loops, animations that do not pause off-screen, content-visibility, requestIdleCallback, analyzing Chrome DevTools performance traces for animation or rendering issues, or choosing between browser-driven CSS/WAAPI, minimal JS, phase, and Motion/GSAP. Use when the user explicitly asks about phase APIs or behavior. Do not use during exploratory animation ideation, prototyping, visual iteration, or trying variants, even when the code already imports phase; wait until the user asks for performance guidance, an audit, production implementation, ship-readiness review, or about phase itself.
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。
vercel-labs/phase☆ 982026年10月9日 更新
Adds per-skill learnings loops for dated patterns, mistakes, and domain facts. Use when wiring skill memory, consolidation, or drift audits.
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。
vasilyu1983/AI-Agents-public☆ 952026年10月12日 更新
Reinforces an AI agent by turning Monte Carlo's reinforcement loop diagnosis into code fixes. Reads the daily reinforcement loop report for an agent's workflows, ranks the diagnosed issues, proposes what to fix, and — with the user's approval at each step — opens a pull request. Activates on "fix my agent", "improve my agent's health", "reinforce my agent", "what should I fix in my agent". Not for investigating a specific agent alert or trace (monte-carlo-troubleshoot-agent-traces), creating agent monitors (monte-carlo-monitoring-advisor), or instrumenting a new agent (monte-carlo-instrument-agent).
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。
monte-carlo-data/mc-agent-toolkit☆ 942026年10月13日 更新
Closed-loop compare-adjust-repeat workflow for fitting Blender models to supplied front/side/back/top templates and originals. Use when the user asks to compare the product to templates/originals and adjust until it fits across all dimensions, or when all views must pass measurable bbox/centroid/silhouette/edge validation before export.
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。
RobLe3/cc-blender-skill☆ 902026年10月13日 更新
Design viral loops into your product — referral programs, invite systems, and share mechanics that drive exponential growth. Includes K-factor calculations and real examples from Dropbox, Slack, and Notion. By @WeiYipei.
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。
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
🇺🇸 Open-Source Marketing & GitHub Stars Growth System — Decision framework for each growth stage. Pre-launch readiness → Show HN / Reddit / Product Hunt launch → 6-month growth loop. README rules, KOL outreach, dev-content matrix (dev.to / Zenn), anti-star-farming. Built from taking AFFiNE 0 → 60K stars. 🇨🇳 开源营销与 GitHub Star 增长系统 — 每个增长阶段的决策框架。Pre-launch 就绪 → Show HN / Reddit / Product Hunt 发布 → 6 个月增长循环。README 规则、KOL 合作、开发者内容矩阵(dev.to / Zenn)、防刷 star。提炼自 AFFiNE 0 → 60K star 实战。 🇯🇵 オープンソースマーケティング&GitHub スター成長システム — 各成長段階の意思決定フレームワーク。Pre-launch → Show HN / Reddit / Product Hunt → 6ヶ月成長ループ。READMEルール、KOL連携、開発者コンテンツマトリックス。 🇰🇷 오픈소스 마케팅 & GitHub 스타 성장 시스템 — 각 성장 단계별 의사결정 프레임워크. 사전 출시 → Show HN / Reddit / Product Hunt → 6개월 성장 루프. README 규칙, KOL 아웃리치, 개발자 콘텐츠 매트릭스. Triggers: "open source marketing" | "GitHub stars" | "star growth" | "Show HN" | "Hacker News launch" | "OSS launch" | "developer marketing" | "Reddit launch" | "dev.to" | "open source growth" | "开源营销" | "GitHub star 增长" | "开源发布" | "Show HN 怎么发" | "开发者营销" | "オープンソース" | "오픈소스 성장"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
🇺🇸 Your dev team ships features nobody asked for while user-reported bugs pile up for months. Operations blames engineering for ignoring users; engineering blames operations for not understanding technical constraints. This gives you the complete Product × Engineering × Operations alignment SOP — from unified backlog to 10-day sprint cadence to veto power rules. What's inside: • Dual-layer Kanban system (master backlog + sprint board with unified tagging) • 10-day sprint standard process (Day 1 dev → Day 6 testable build → Day 10 ship) • Issue template with reproducibility requirements (3x reported = auto-severe) • Tri-party alignment meetings (daily standup / sprint planning / sprint review) • Operations veto power on releases (P0 bug = block shipping) • User feedback → product iteration closed loop (beta testing + interview SOP) • Core metrics framework (acquisition → activation → retention → monetization → referral) • Technical debt management (20-30% sprint capacity reserved) • Ready-to-use templates: Bug Report, Sprint Planning, Responsibility Matrix Built from: Real product strategy meetings + beta testing frameworks. References Supabase sprint model, Manus/DeepSeek commercialization alignment. By @WeiYipei. 🇨🇳 你的研发团队在做没人要的新功能,用户反馈的 Bug 堆了三个月没人动。运营觉得研发不听用户,研发觉得运营不懂技术。这份 SOP 给你从统一看板到 10 天迭代节奏到一票否决权的完整产研运协同框架。 🇯🇵 開発チームは誰も求めていない機能を作り、ユーザーから報告されたバグは何ヶ月も放置。このSOPは、統一バックログから10日スプリント、リリース拒否権まで、プロダクト×エンジニアリング×オペレーションの完全な連携フレームワークを提供します。 🇰🇷 개발팀은 아무도 요청하지 않은 기능을 만들고, 사용자가 보고한 버그는 몇 달째 방치됩니다. 이 SOP는 통합 백로그부터 10일 스프린트, 릴리스 거부권까지 제품×개발×운영 완전 협업 프레임워크를 제공합니다. Triggers: "product ops" | "engineering operations" | "product development SOP" | "sprint planning" | "iteration management" | "cross-functional alignment" | "product engineering ops" | "dev ops collaboration" | "产研运协同" | "迭代管理" | "产品研发运营" | "プロダクト開発運営" | "제품개발운영"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
Run a Meta-Harness-style optimization loop NATIVELY — automatically search over the scaffolding around a FIXED base model (memory, retrieval, context construction, prompt templates, summarization, tool-selection logic) by proposing candidate variants, scoring each on a cheap deterministic eval, and keeping a Pareto frontier of quality vs cost — using native Agent / Workflow / loop tools instead of a standalone Python harness. Use this whenever the user wants to optimize, evolve, tune, distill, or search over a harness, scaffold, prompt system, memory or retrieval policy, context-assembly code, or summarizer while keeping the model fixed; whenever they mention Meta-Harness, harness optimization, scaffold evolution, automatic prompt/memory optimization, an evolutionary or Pareto search over candidate implementations, or "make the harness/agent better without retraining"; and whenever the gain must come from the code AROUND the model rather than the model weights. Reproduces the Meta-Harness paper's method natively, with no claude_wrapper.py and no metered solver API.
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。
001TMF/harness-forge☆ 802026年6月15日 更新
TDD-based autonomous development loop with checkpoint recovery and observability changelog
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。
claude-world/director-mode-lite☆ 802026年8月31日 更新
Self-Evolving Development Loop - Dynamic skill generation with learning and evolution
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。
claude-world/director-mode-lite☆ 802026年8月31日 更新
Pull Request をグリーンにするスキル。CI チェックの失敗解消と、PR に紐づく Issue の 修正・クローズを一括で実行する。GitHub Actions の CI ログ分析、ローカル CI (`./scripts/ci-check.sh`)の実行、エラーの根本原因特定と修正、PR コメントや リンクされた Issue の解消を含む。解消した Issue は確認後にクローズする。 ループモード(`/loop 5 /pr-green`)にも対応し、自律的に CI 監視・修正・プッシュを繰り返す。 トリガー:「PR をグリーンにして」「CI を通して」「CI エラーを直して」 「PR の issue を解消して」「PR を修正して」「CI が落ちている」「テストが失敗している」 「PR のレビュー指摘を直して」「PR を mergeable にして」 といった PR 修正・CI 解消関連リクエストで起動。PR 番号が指定されなくても、 現在のブランチから自動検出して対応する。
j5ik2o/okite-ai☆ 802026年4月25日 更新
Act as a project-management copilot (PM/PMO) for the delivery loop: charters, plans and schedules, estimates, risk registers, status reports, scope changes, stakeholder communication, meeting actions, lessons learned, and portfolio roll-ups, in a per-project `_project/` workspace. Use whenever the user wants to start, plan, track, rescue, or report on a project: "kick off this project", "make a project plan / timeline / WBS", "what date can I commit to", "build a risk register", "run a pre-mortem", "write the weekly status report", "the deadline slipped, what now", "turn this meeting into action items", "review my project portfolio", in any language ("quản lý dự án", "gestion de projet", "プロジェクト管理", "项目管理"), even when they never say "project management". Also use whenever a `_project/` directory exists and the user asks about schedule, deadline, risk, status, scope, budget, or stakeholders. Not for what to build (product-manager) or company-level bets (strategy-board).
tronghieu/agent-skills☆ 772026年10月12日 更新
Expert guide for AI-assisted coding workflows — agentic code generation, multi-agent code swarms, self-healing CI/CD, automated PR review, spec-to-code pipelines, codebase knowledge graphs, and human-in-the-loop approval gates / Panduan ahli untuk workflow pengkodean berbasis AI — generasi kode agentic, code swarm multi-agen, CI/CD self-healing, review PR otomatis, pipeline spec-to-code, knowledge graph codebase, dan gate persetujuan human-in-the-loop.
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。
roedyrustam/vibes-plug☆ 752026年10月9日 更新