Collaboratively design, implement, review, and refine software features with a human developer using an iterative pair programming workflow. Prioritize understanding, explicit approval, small reviewable changes, and synchronized specifications.
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。
sivaprasadreddy/sivalabs-agent-skills☆ 1892026年10月12日 更新
This skill should be used when the user says "/council", "council", "deliberate", "multi-perspective decision", "트레이드오프 분석", "위원회 소집", "여러 관점으로 검토", or wants deep multi-perspective deliberation with tradeoff mapping. Combines tribunal (structured adversarial review), agent-council (external LLM opinions), dev-scan (community sentiment), and step-back (meta-level review) into a unified decision-making committee. Uses Agent Teams for real peer-to-peer debate with iterative step-back moderation 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。
team-attention/hoyeon☆ 1732026年5月21日 更新
Iterative rubric-based evaluation and self-improvement loop. Builds a scoring rubric interactively, evaluates an artifact with multiple models in parallel (Codex, Gemini, Claude), then autonomously improves the artifact one criterion at a time until a score threshold is met or circuit breaker fires. "/rulph", "rubric evaluate", "rubric score", "multi-model evaluate", "score and improve", "evaluate and iterate", "grade this", "루브릭 루프", "채점 루프", "자율 개선", "개선 루프", "루브릭 평가"
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。
team-attention/hoyeon☆ 1732026年5月21日 更新
Iterative task completion loop with Definition of Done verification. Combines the Ralph Wiggum technique (prompt re-injection via Stop hook) with DoD-based independent verification. Claude proposes DoD criteria, user confirms, then Claude works autonomously. Stop hook re-injects the original prompt and blocks exit until all DoD items are independently verified. "/ralph", "ralph loop", "ralph 루프", "반복 작업", "DoD 루프", "완료 검증 루프", "task loop", "keep going until done"
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。
team-attention/hoyeon☆ 1732026年5月21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
Applies the practical, systems-level, and commercially-driven reasoning of Thomas Edison (founder of General Electric, inventor and industrialist). Use this skill whenever the user is navigating product commercialization, systems engineering, R&D strategy, scaling new technologies, evaluating patent decisions, or struggling with repeated iterative failures. Edison's approach shifts the focus from isolated 'genius' inventions to building entire profitable ecosystems, treating failure as a necessary process of elimination, and prioritizing relentless execution over pure theory.
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。
K-Dense-AI/mimeographs☆ 1302026年8月19日 更新
Iterative review-fix loop for the current branch — reviews via daemon, fixes inline, re-reviews until passing or max iterations reached
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。
obra/dotfiles☆ 1162026年10月13日 更新
Design well-structured agent loops with best-practice coaching and cross-model review gates before you run them. Use when the user wants to design, build, or set up an agent loop, iterative agent workflow, self-review loop, LLM-as-judge loop, multi-model council, reviewer/judge gate, or goal-driven looping process. Guides goal refinement, typed verification criteria, reviewer/judge selection, privacy boundaries, termination guards, and observability, then emits a RUN_IN_SESSION.md handoff prompt plus portable loop.yaml, loop.resolved.json, LOOP.md, and run-loop.py.
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。
fabricioctelles/skills☆ 1082026年10月12日 更新
Turn multiview fit reports into a sequential or parallel repair queue for aligning Blender products to source-of-truth templates. Use after validation shows disalignment, when the agent must iteratively fix wireframe, texture, lighting, or projection mismatches, and when skill gaps should trigger self-refinement before another rebuild.
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
SEO-friendly article writing, audit, and humanization workflow for Markdown content. Use when creating, outlining, editing, auditing, rewriting, or quality-checking blog posts, tutorials, comparisons, listicles, explainers, FAQ sections, excerpts, SEO titles, meta descriptions, tags, or Google-friendly content briefs that need clear topics, natural keyword use, on-page SEO review, reader-friendly prose, and iterative optimization.
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。
flaqai/Awesome_SEO_Writing_Skill☆ 892026年8月13日 更新
Iterative Python via live Jupyter kernel (hamelnb).
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。
TencentCloud/octop-harness☆ 842026年10月13日 更新
Expert guide for autonomous deep research, iterative web search, citation verification, evidence graph synthesis, and hallucination mitigation / Panduan ahli riset mendalam otonom, pencarian web iteratif, verifikasi sitasi, dan mitigasi halusinasi.
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
Iterative UI/UX polishing workflow for web applications. The exact prompt and methodology for achieving Stripe-level visual polish through multiple passes.
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。
Dicklesworthstone/agent_flywheel_clawdbot_skills_and_integrations☆ 732026年9月6日 更新
Engineering design cycle covering requirements elicitation, specifications writing, constraint identification, iterative prototyping, and design communication. Spans the full loop from problem definition through ideation, analysis, prototyping, testing, and redesign. Includes morphological charts, TRIZ, Pugh matrices, design reviews, and the distinction between functional and non-functional requirements. Use when framing engineering problems, generating design alternatives, writing specifications, or running design reviews.
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。
Tibsfox/gsd-skill-creator☆ 712026年7月20日 更新
用户在周期性复盘 X 内容数据、分析哪些内容类型表现好、决定下步内容策略调整时使用。四步闭环:数据收集(拉曝光/互动/收藏)→原因分析(按内容类型对比,查Hook/Body/CTA)→优化迭代("如果重来怎么做更好")→记录追踪(Notion模板闭环)。找20%贡献80%价值的内容加倍投入。周复盘聚焦数据(互动率),月复盘审视战略(变现路径)。Trigger signals:"这周发了15条怎么复盘""哪些类型互动高""下周内容策略怎么调""帮我分析数据"/"weekly content review""which content type performs better""optimize next week's content"。不适用于:单条内容生产(用x-short-content-craft)、帖子没爆焦虑心态(用x-longtail-strategy)、理解推荐算法机制(用x-foryou-algorithm)。
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。
kangarooking/X-growth-skills☆ 702026年7月14日 更新
Reverse-engineer comprehensive specification documents from existing codebases through goal-driven reconnaissance, WBS-based parallel investigation, and iterative question-bank dialogue.
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。
daishir0/cc-rsg☆ 682026年10月7日 更新
BDD-Driven Mathematical Content Verification Skill Combines Behavior-Driven Development with mathematical formula extraction, verification, and transformation using: - Cucumber/Gherkin for specification - RSpec for implementation verification - mathpix-gem for LaTeX/mathematical content extraction - Pattern matching on syntax trees for formula validation Enables iterative discovery and verification of mathematical properties through executable specifications.
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
Optimize existing CLAUDE.md, SKILL.md, agent definitions, and other AI-facing files for Claude comprehension and economy. Scope: optimization of existing content only — not upstream sync, not read-only auditing. Measures baseline metrics, delegates to the ai-doc-optimizer agent with file-type-specific context, runs independent verification via second agent, measures post-optimization metrics, and presents comprehensive before/after report. Supports iterative mode for large targets. Use when improving prompt effectiveness, reducing token waste, or rewriting instructions for LLM consumption. Invoke with /optimize-claude-md <file-or-directory>.
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。
Jamie-BitFlight/claude_skills☆ 672026年10月13日 更新
Evaluate and iterate on the SDLC Layer Separation Architecture implementation. Runs validation checks (cross-references, doc completeness, layer metadata, integration points), produces a findings report, and supports iterative fixes. Use when validating first-pass implementation, before claiming layer work is complete, or when improving layer docs/schema.
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。
Jamie-BitFlight/claude_skills☆ 672026年10月13日 更新
Pattern for progressively refining context retrieval to solve the subagent context problem
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。
ComeOnOliver/skillshub☆ 652026年6月24日 更新
Write and optimize prompts for AI-generated outcomes across text and image models. Use when crafting prompts for LLMs (Claude, GPT, Gemini), image generators (Midjourney, DALL-E, Stable Diffusion, Imagen, Flux), or video generators (Veo, Runway). Covers prompt structure, style keywords, negative prompts, chain-of-thought, few-shot examples, iterative refinement, and domain-specific patterns for marketing, code, and creative writing.
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。
diegosouzapw/awesome-omni-skill☆ 622026年3月2日 更新
AI agent self-correction mechanisms: error detection, validation loops, recovery strategies, confidence scoring, and iterative refinement
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。
diegosouzapw/awesome-omni-skill☆ 622026年3月2日 更新
Iteratively refine a product spec by debating with multiple LLMs (GPT, Gemini, Grok, etc.) until all models agree. Use when user wants to write or refine a specification document using adversarial development.
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。
diegosouzapw/awesome-omni-skill☆ 622026年3月2日 更新
Iteratively edit and refine a named plan for a task through a conversational loop. Each round, the current plan is shown and the user is asked whether to keep refining, mark the plan as done, or proceed to the implementation or draft. Use when the user wants to plan a task purely through chat-driven refinement.
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。
rse/ase☆ 602026年10月13日 更新