Dispatch an explicit, user-dictated set of edits that spans TWO OR MORE zones of the GDD — the master spec, systems, content types, and flows — in one ordered pass. Writes nothing itself: it resolves each delta to its (target, zone), orders them so a system change lands before the content or flow that depends on it, delegates each to the owning skill (/unikit-gd-spec, /unikit-gd-system, /unikit-gd-content, /unikit-gd-flow), and closes with one /unikit-gd-verify pass. Use when you already know the changes and they touch more than one part of the design, e.g. "apply these GDD changes", "update the combat system and its loot and the boss flow". It also takes a /unikit-gd-review report file (applies its apply-ready bucket), and a bare /unikit-gd-apply reads the last /unikit-gd-verify output in the session. For a single-zone change call its owner directly; to research an open question use /unikit-gd-explore first.
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☆ 192026年10月14日 更新
Research and ideation partner for GAME DESIGN — think through design ideas before writing them into the GDD; produces a brief, never edits the GDD itself. Use to assess a genre or market for viability, dissect a reference game (mechanics → dynamics → aesthetics), explore how to improve or extend an existing system, flow, or content type, research new mechanics the design lacks, investigate a part of the GDD in code, or develop the research bucket of a /unikit-gd-review report into decided edits. Trigger on "explore how to improve the flow", "ways to improve the combat system", "is this genre saturated", "break down the combat of Hades", "work out the review's open questions". GAME-DESIGN research only — for CODE or technical research use /unikit-explore; to reconstruct a design from code use /unikit-gd-recon; to write a change into the GDD use /unikit-gd-system or /unikit-gd-spec; to apply edits you know use /unikit-gd-apply; to invent a new game 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☆ 192026年10月14日 更新
Manage the project's TODO list in .unikit/TODO.md — capture work to remember for later, not to do right now. Use it to add a deferred item, mark a todo complete, or show the list. The point is to park tasks you don't want to act on in the moment but don't want to forget. Trigger on "add a todo", "add this to the todo list", "put X on the todo list", "remind me to...", "don't forget to...", "note this for later", "we should do this later", "mark this todo done", "what's on the todo list", "what's left to do". This is only for parking reminders — to actually plan or do the work now, use /unikit-plan, /unikit-implement, or /unikit-devcontext.
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☆ 192026年10月14日 更新
Enter explore mode for technical work — a thinking partner for {{engine_name}} code, architecture, and implementation decisions before you write any code. Use it to investigate a technical solution, design the architecture of a feature, choose between frameworks or libraries, compare implementation approaches, analyze how existing code or a system works, or deeply root-cause a complex bug without fixing it yet. The ultra mode adds adaptive artifacts (a C4 view, ADRs, a dependency graph) to the research folder — run it on "ultra research", "ultra explore" or "ultraresearch"; otherwise run the default. Trigger on "let's explore this technical solution", "how should we architect this feature", "which framework should we use", "run an ultra research on the save system", "investigate this error deeply". Research and analysis only — it never writes code. This is the CODE / engineering explorer — for GAME-DESIGN, GDD, mechanics, or balance research (no code) use /unikit-gd-explore.
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☆ 192026年10月14日 更新
Create conventional commit messages for {{engine_name}} projects by analyzing staged changes. Handles engine-specific concerns like companion file pairing, binary assets, and linking the related plan. ALWAYS use this skill when the user asks to commit, save changes, or create a commit. Trigger phrases include "commit", "create commit", "commit this", "save changes", "save my work". Even if the user simply says "commit" or asks you to commit after finishing a task — invoke this skill, do NOT commit manually via git.
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☆ 192026年10月14日 更新
Generate the architecture guidelines for a game project. Scans the project structure and tech stack, then produces .unikit/ARCHITECTURE.md describing the folder layout, dependency rules, and how modules communicate. Name a specific pattern or let it auto-detect. Use when the user wants to define or document the project architecture, e.g. "generate architecture", "describe the architecture", "which architecture should I use", "set up project architecture", or mentions module structure, module boundaries, project organization, or dependency rules.
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☆ 192026年10月14日 更新
ออกแบบภายใน — functional layout, furniture spec, lighting plan, material palette, mood board พร้อม render prompt
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☆ 192026年4月17日 更新
เขียนสคริปต์มังงะ การ์ตูน webtoon — panel layout, dialogue, SFX, pacing พร้อม brief สำหรับนักวาด
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☆ 192026年4月17日 更新
AI โปรดิวเซอร์ไลฟ์สตรีม — overlay, scene setup, chat engagement, donation/subscription, sponsor integration สำหรับ Twitch/YouTube Live/TikTok Live/FB Live
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☆ 192026年4月17日 更新
Graphic design expert covering typography, color theory, layout, and visual communication
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。
sandraschi/advanced-memory-mcp☆ 192026年10月13日 更新
The operation-generator shape for Skmtc: one definition per (path, method), for any output family — client hooks, SDK methods, forms, route stubs, docs. Output varies wildly; the DECOMPOSITION of the operation and the peer-consumption rules do not. Core teaching: every schema that appears in your output is a reference to a model generator's definition, obtained through the insert machinery — never rendered text. Use when authoring or editing a generator whose subject is operations ("write a gen for API clients/hooks/routes", "generate an SDK/form per endpoint"). Covers the projection shape only — accumulators (many operations → one file) are out of scope. Load ALONGSIDE skmtc-generator and the emitted language's skill.
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。
skmtc/skmtc☆ 192026年10月12日 更新
Scan your support inbox and batch-process tickets with quick actions (reply, tag, assign, close)
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。
composio-community/support-skills☆ 192026年4月22日 更新
Use when implementation is complete, all tests pass, and you need to decide how to integrate the work - guides completion of development work by presenting structured options for merge, PR, or cleanup
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。
castle-x/skills-x☆ 182026年4月16日 更新
Use when you have a written implementation plan to execute in a separate session with review checkpoints
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。
castle-x/skills-x☆ 182026年4月16日 更新
Use when you have a spec or requirements for a multi-step task, before touching code
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。
castle-x/skills-x☆ 182026年4月16日 更新
You MUST use this before any creative work - creating features, building components, adding functionality, or modifying behavior. Explores user intent, requirements and design before implementation.
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。
castle-x/skills-x☆ 182026年4月16日 更新
Design specification for CLI TUI (Terminal User Interface). This skill provides comprehensive guidelines for implementing interactive terminal UI components, including page layout structure, color schemes, keyboard navigation, and multi-level navigation principles.
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。
castle-x/skills-x☆ 182026年4月16日 更新
Design thinking and decision-making for web UI. Use when designing components, layouts, color schemes, typography, or creating aesthetic interfaces. Teaches principles, not fixed values.
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。
umairinayat/Specter-AI☆ 182026年9月29日 更新
Configure, build and test dynamic-neural-field-composer. Use whenever you need to compile the library, run the GoogleTest suite, verify a change builds, or reproduce a test failure.
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。
Jgocunha/dynamic-neural-field-composer☆ 182026年10月9日 更新
Database Architect skill. Use this when you need to modify the database schema, add tables, or seed data. This project uses RAW SQL SCRIPTS orchestrated by .NET Aspire, NOT Entity Framework Migrations.
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。
jguadagno/jjgnet-broadcast☆ 182026年8月4日 更新
Manage personal AI agents that travel with you across projects
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。
jguadagno/jjgnet-broadcast☆ 182026年8月4日 更新
Query .NET APIs across NuGet packages, platform libraries, and local files. Search for types, list API surfaces, compare and diff versions, find extension methods and implementors. Use whenever you need to answer questions about .NET library contents.
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。
jguadagno/jjgnet-broadcast☆ 182026年8月4日 更新
Use automatically for PDF tasks, including Chinese requests like 查看PDF, 读取PDF, PDF里写了什么, 总结PDF, 分析PDF, 提取PDF文字, 识别PDF内容, or questions about any .pdf file. Prefer text extraction with pdfplumber/pypdf first, then render pages with Poppler when layout, images, tables, stamps, watermarks, or scanned content matter.
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。
MaddieMo1/Pi-Agent-Web☆ 182026年9月8日 更新
Comprehensive Mastra framework guide. Teaches how to find current documentation, verify API signatures, and build agents and workflows. Covers documentation lookup strategies (embedded docs, remote docs), core concepts (agents vs workflows, tools, memory, RAG), TypeScript requirements, and common patterns. Use this skill for all Mastra development to ensure you're using current APIs from the installed version or latest documentation.
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。
huanshenyi/mastra-book☆ 182026年6月30日 更新