Author and own ONE system's design document (the A–K SYSTEM GDD) at .unikit/gamedesign/systems/SYS-<slug>.md — the depth layer of the GDD, single-system scope. Create the skeleton and walk the collaborative section-cycle to write its parameters, rules, formulas, and acceptance criteria ("detail the combat system", "write the GDD for the inventory system", "fill in the rest of this system doc", "spec out the parameters of X"), AND revise it after approval under the delta discipline ("raise the damage by 10%", "tune the economy", "rework the status system", "nerf X", "change this rule") — a number change is Tuning, a small rule a Tweak, restructuring a Rework; each bumps the version and logs the delta. To add a NEW system or restructure the system map use /unikit-gd-spec; to edit GAME.md content use /unikit-gd-spec; the moment an edit also touches a second system, a content type, a flow, or GAME.md (two or more zones) use /unikit-gd-apply; to invent a brand-new game concept use /unikit-gd-brainstorm.
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。
NintendaDev/unikit-ai☆ 182026年10月10日 更新
Author and own one flow's design document (the FLOW.md objective flow) at .unikit/gamedesign/flows/FLOW-<slug>.md — the dynamics layer of the GDD (what the player does over time). Create the skeleton and walk the collaborative section-cycle to write its objectives, pacing, dependencies, and funnel events ("design the first-session flow", "map the onboarding sequence", "write the FLOW for the boss encounter"), AND revise it after approval under the delta discipline ("retune the pacing", "add a branch", "change a GOAL", "rework the onboarding") — a cue/number change is Tuning, a small step change a Tweak, restructuring a Rework; each bumps the version and logs the delta. Selects the wiring mode (linear | conditional | emergent) and re-renders the ## Flow Map [gen] / ## Funnel [gen] blocks in GAME.md. To add or detail a system use /unikit-gd-system; to edit GAME.md content use /unikit-gd-spec; to apply a multi-zone edit use /unikit-gd-apply; for a new game concept use /unikit-gd-brainstorm.
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。
NintendaDev/unikit-ai☆ 182026年10月10日 更新
AI ศิลปินจิตรกร — concept, composition, color palette, series plan, exhibition proposal รองรับทุก medium
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
ออกแบบ tattoo concept — style selection (traditional/Japanese/realism/watercolor) + placement + sizing + after-care
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
สร้าง concept design + mood board + Midjourney render prompt + material spec สำหรับงานสถาปัตยกรรม
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
ผู้ช่วยนักจิตวิทยา — session note (SOAP) + CBT worksheet + case conceptualization + DSM-5 reference สำหรับนักจิตวิทยาที่มีใบประกอบวิชาชีพเท่านั้น
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。
aiunlocked1412/claude-skill-unlock☆ 182026年4月17日 更新
Write, rewrite, review, and organize developer-facing documentation for web software projects. Use when creating or improving README files, docs homepages, quickstarts, tutorials, how-to guides, API/reference pages, conceptual explanations, migration guides, or troubleshooting content for frontend, backend, full-stack, SDK, API, or framework-based web products. This skill applies strong information architecture, task-first page structure, clear voice, runnable examples, version and prerequisite hygiene, accessibility rules, and docs-as-code maintenance habits. Do not use it for marketing copy, legal text, or non-technical customer-support articles.
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。
hetari/sulaf☆ 172026年9月10日 更新
Knowledge and utilities for creating animated GIFs optimized for Slack. Provides constraints, validation tools, and animation concepts. Use when users request animated GIFs for Slack like "make me a GIF of X doing Y for Slack."
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。
tensology/decisionsai☆ 172026年10月13日 更新
Use when designing the systems of a game from a locked concept — core loops, meta loops, player verbs, progression, content systems, level structure, and narrative integration. Triggers on "game design doc", "GDD", "system spec", "core loop design", "progression design", "level design", "MDA", or "design the systems". Produces a design doc plus per-system specs that game-balancer numbers, iap-manager stocks, and godot-engineer builds. Stops at design — no number tuning, pricing, or engine code. For balance numbers see game-balancer; for the engine implementation see godot-engineer.
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。
LazyIsEfficient/agentic-os☆ 172026年7月17日 更新
Capture a solved, verified problem as a durable learning in `docs/solutions/` so the next agent or engineer does not repeat the mistake or redo the investigation, and keep the `CONCEPTS.md` glossary in step. Use after a fix, debugging session, or design decision whose reasoning is not readable from the final code, tests, or existing docs — "document this", "write up what we learned", "capture this learning", "add it to solutions", "that worked, save it for next time". Writes nothing for routine fixes the code already explains. For auditing or cleaning up existing learnings, use `learn-with-docs-refresh`.
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。
alexander-danilenko/cortex-claude-code-plugins☆ 162026年10月13日 更新
Generate diverse, engaging ad prompts for any product or brand across 20+ creative styles and 10 categories. Use when user needs advertisement concepts, marketing prompts, or creative marketing content generation.
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。
modbender/skill-library-mcp☆ 162026年9月28日 更新
Personal knowledge base powered by Ensue for capturing and retrieving understanding. Use when user wants to save knowledge, recall what they know, manage their toolbox, or build on past learnings. Triggers on "save this", "remember", "what do I know about", "add to toolbox", "my notes on", "store this concept".
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。
modbender/skill-library-mcp☆ 162026年9月28日 更新
Teacher mode — turn a session recap / article / docs / concept / piece of code / bug into an incremental mini-course with comprehension checks, quizzes, and an auto-saved summary note. Invoke /teach [topic or URL]. Triggers — "explain it like a teacher", "walk me through what we did", "turn this into a lesson", "quiz me", "teach me", "let's learn this together".
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。
Sanexxxx777/curated-claude-code☆ 162026年9月7日 更新
YC Office Hours — product validation for a new product, feature, or side-project concept. Startup mode tests demand; Builder mode develops an unvalidated product idea. Use when the user asks whether something is worth building or has an idea whose problem/value is not yet validated. Proactively suggest when the user describes a new product idea or is exploring whether something is worth building — before any code is written. Use BEFORE a plan exists. For reviewing an existing plan, use /mk:plan-ceo-review.
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。
ngocsangyem/MeowKit☆ 152026年7月28日 更新
Rapidly generate up to 25 distinct ad creative hypotheses for testing. Produces a matrix of angles (pain, benefit, social proof, urgency, curiosity, comparison) x formats (static, carousel hook, UGC-style, bold-text overlay) with headline, visual prompt, and rationale for each, then generates the visuals with any image tool. Use when the user wants "ad variations", "ad concepts", "creative testing batch", "give me 25 ads", or paid-social creative ideation. Part of the Creative Production set.
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。
DKeken/codex-skills-alternative☆ 152026年6月3日 更新
Apply or adapt a dual-theme liquid glass UI board for premium dashboards, workspace launchers, settings surfaces, design-system previews, and glossy interface concepts. Use when Codex should build or restyle interface work with frosted translucent panels, aurora glow accents, pill controls, circular glass actions, blurred color blooms, and a polished light-plus-dark material system.
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。
Dezoff-max/codex-ui-board-skills☆ 152026年6月10日 更新
Expert in visualizing and explaining braid theory, knot mathematics, and topological concepts for educational purposes. Use for creating interactive visualizations, explainer cards, step-wise animations, and translating abstract algebra into intuitive understanding. Activate on keywords: braid theory, knot visualization, σ notation, crossing diagrams, Yang-Baxter, topological education. NOT for general math tutoring, pure knot invariant computation, or non-educational knot theory research.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Framework for coordinating meaning across autonomous agents that use different conceptual models, vocabularies, and knowledge representations. Treats ontologies as first-class negotiable resources rather than hardcoded implementation details.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Master of text-based visual communication using ASCII art, Unicode box-drawing, and structured diagram notation. Creates clear, maintainable diagrams for systems, processes, hierarchies, relationships, and psychological structures. Proactively generates diagrams to enhance understanding. Activate on visualization needs, system architecture, process flows, psychological mapping, or when complex concepts would benefit from visual representation. NOT for photo editing, vector graphics, or GUI-based design tools.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Design roadside signs and large-format ads for businesses, especially automotive dealers. Use for pylon signs, monument signs, lot banners, highway billboards, digital roadside boards, service-lane signage, used-car event signs, lease or finance campaign concepts, and other driver-at-speed messaging where legibility, offer hierarchy, and dealer ad compliance matter. Activate on "road sign", "billboard", "dealership sign", "car dealer ad", "pylon sign", "monument sign", "service lane signage", "automotive billboard", "roadside ad", "dealer lease offer", or "drive-by signage". NOT for fabrication drawings, permitting or local sign-code review, web or social ad campaigns, or full brand identity systems.
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。
curiositech/windags-skills☆ 142026年10月12日 更新
Designs genomics experiments so technical nuisance variation (batch, lane, plate, flow cell, operator, reagent lot, processing day) is balanced against the biological variable of interest and therefore estimable rather than confounded, using constrained sample-to-batch assignment (designit, OSAT), the confounder/mediator/collider distinction, and the principle that no post-hoc correction recovers a fully confounded design. Covers detecting hidden batches with surrogate variable analysis, a decision table for downstream correction (ComBat-seq, RUVSeq, SVA) whose execution is deferred to differential-expression/batch-correction, and reproducibility metadata. Use when assigning samples to sequencing batches/lanes/plates, avoiding batch-condition confounding, deciding whether a design is salvageable by correction, choosing a correction method, or estimating the number of hidden batches. For the experimental unit, randomization, and blocking concepts see experimental-design/randomization-blocking.
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。
lilinji/GeneTind-Life-Skills☆ 142026年8月21日 更新
This skill screens for pregnancy intention in individuals with preexisting diabetes at every reproductive, diabetes, primary care, and urgent care/ER visit when clinically appropriate. Trigger phrases include reproductive planning, preconception care, or pregnancy intention discussion.
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。
dromlakhani/MD2SKILL☆ 142026年10月5日 更新
Suggests considering mineralocorticoid receptor antagonists when benefits outweigh risks in pregnant or preconception PA patients with uncontrolled hypertension and hypokalemia. Triggered when standard therapy fails and clinicians ask 'Should I consider MRAs despite pregnancy?' or when assessing risk‑benefit of MRA use.
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。
dromlakhani/MD2SKILL☆ 142026年10月5日 更新
Bootstrap the central system spec at `docs/system/` for a repository that has never had one. Scans the governed surface, proposes a concept map clustered by directory, and materializes elements + shards ONLY after a human confirms that map. Use when adopting the baseline on an existing project, or when the corpus needs re-deriving from scratch. Re-runnable. Requires `memory.architecture_map.enabled` and a declared `governed_surface`.
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。
friedbotstudio/baseline☆ 142026年10月13日 更新