"Interpret macroeconomic indicators including GDP, inflation, unemployment, interest rates, and exchange rates to assess economic health and predict trends. Use this skill when the user needs to evaluate a country's economic outlook, understand monetary/fiscal policy impacts, or contextualize business decisions within the macroeconomic environment — even if they say 'is the economy doing well', 'what do rising interest rates mean for us', or 'explain today's economic data'.".
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
"Analyze business cycle phases (expansion, peak, contraction, trough) and their implications for business strategy and policy response. Use this skill when the user needs to identify the current economic phase, anticipate cyclical turning points, or adapt business strategy to macroeconomic cycles — even if they say 'are we heading into a recession', 'how should we prepare for a downturn', or 'when will the economy recover'.".
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
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Analyzes game balance data files, formulas, and configuration to identify outliers, broken progressions, degenerate strategies, and economy imbalances. Use after modifying any balance-related data or design. Use when user says 'balance report', 'check game balance', 'run a balance check'.
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。
IdoCohen560/claude-unity-game-studio☆ 222026年7月8日 更新
Deep game design health assessment across five dimensions: review core loop and progression systems, analyze in-game economy for inflation and sink/source balance, mathematically simulate combat balance and drop rates, audit analytics event coverage, and evaluate monetization ethics..
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。
tinh2/skills-hub-registry☆ 192026年9月5日 更新
Generate and maintain the project's TECHNICAL documentation from its codebase — scans the project structure, tech stack, and module boundaries, then writes a lean README landing page plus detailed topic pages (architecture, modules, setup, build, APIs), only the docs that are relevant. Use whenever the user wants to create, update, or validate documentation of the CODE or the project itself, e.g. "generate documentation", "create docs", "write the README", "update the project docs", "document the codebase", "document this project's architecture", "validate the project documentation". This is CODE / project documentation only — it never documents the game design. To render the GAME DESIGN (the GDD: systems, flows, content, economy) for people to read use /unikit-gd-docs.
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
Render the GAME-DESIGN document (the GDD) into a human-readable form — read-only Markdown chapters under docs/design/ (index, systems, flows, content, economy, glossary), with facts resolved inline from GD-IDS.yaml and drafts flagged 🚧. Optional --web also renders an HTML site from the unikit-docs template (falls back to Markdown-only if the template is absent). Use to export or publish the design for people to read, e.g. "render the GDD", "export the game design to docs", "generate readable design docs", "publish the GDD", "make a design doc site". Read-only — it never edits the GDD or registry, only renders it. This renders the game DESIGN — for the project's CODE documentation (README, docs/*, modules, architecture) use /unikit-docs.
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 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
Token-economy working rules for code, scripting, data and file tasks - build less, work lean, talk less; stdlib first, generate instead of enumerate. Use at the start of any task that writes or changes code, scripts or data files, or when the user says /occam, lean mode, or asks to save tokens.
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。
quisbaum-prog/occam☆ 172026年9月30日 更新
Switch Occam token-economy mode (full, lite, off) for this session.
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。
quisbaum-prog/occam☆ 172026年9月30日 更新
Use when designing and operating the in-app purchase catalog of a game — SKU design, price-tier ladder, bundles, starter packs, battle pass tiering, A/B price tests, store config (App Store / Google Play / Steam DLC / web / web3), and per-region price localization. Triggers on "IAP catalog", "store SKUs", "pricing tiers", "starter pack", "bundle design", "battle pass tiering", "price test", "price localization", "App Store Connect", "Google Play Console", "Steam DLC", or when handed a monetization strategy with the catalog still open. Produces a catalog spec, per-region price tables, bundle compositions, and a price-test plan. For in-game economy curves see game-balancer.
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
Use for the self-evolving civilization - skills, memories, swarm agents, energy economy, grid duels, metacognition. Run `python scripts/autonomous_loop.py --loop` from the repo root (or `darwin_engine.py --full` for skill evolution only).
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。
openamer/openamer☆ 62026年10月13日 更新
Expert en technologies de soin aux personnes âgées avancées (fall detection, medication reminders, social connection, accessibility)
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。
ziri22/agency-roster☆ 62026年7月1日 更新
Use when a carrier asks how to improve MPG, lower fuel cost per mile, manage fuel surcharge, set up a fuel-purchase strategy (in-network vs out-of-network), train drivers on fuel-efficient driving, spec new tractors for fuel economy, or benchmark fleet MPG against industry averages.
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。
x3allamerican/skills☆ 32026年5月17日 更新
Agent Workforce Orchestration: Hybrid Human+AI Teams. Build agent-led workforce orchestration: capability matching, escrow-based payments for AI agents and human gig workers, unified reputation scoring, SLA enforcement, dispute resolution, and compliance reporting. Includes detailed Python code examples for every pattern.
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。
aAAaqwq/openclaw-team☆ 22026年6月18日 更新