Run a comprehensive code review on local source files. Use this skill when the user asks to review, audit, inspect, evaluate, or check code, even if they never use the word "review." Does not post comments to GitHub pull requests — use post-code-review-to-pr for that. Does not analyze architectural structure or module boundaries — use architectural-analysis for that. Does not explain code or a PR to build understanding before reviewing — use code-overview for a written overview, or code-walkthrough to be paced through it one step at a time. Does not map bounded contexts or domain boundaries — use ddd-analysis for that. Does not capture feedback on Han's own skills — use han-feedback for that.
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。
testdouble/han☆ 2832026年10月1日 更新
Use when implementing feedback mechanisms for AI responses.
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。
thedaviddias/ux-patterns-for-developers☆ 2622026年10月5日 更新
Triage TestFlight crashes, beta feedback, and performance diagnostics using asc. Use when the user asks about TF crashes, TestFlight crash reports, beta tester feedback, app hangs, disk writes, launch diagnostics, or wants a crash summary for a build or app.
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。
CamilleScholtz/swmpc☆ 2392026年10月6日 更新
Send feedback or a bug report to the WOZCODE team. Bug reports are tagged for triage and auto-attach session context (session id, anonymous id, OS, arch, Node version).
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。
WithWoz/wozcode-plugin☆ 2092026年8月18日 更新
Analyze sentiment in any text — reviews, social posts, feedback, or articles. Returns sentiment polarity (positive, negative, neutral), confidence score, and key phrases driving the sentiment. Useful for brand monitoring, customer feedback analysis, and content evaluation.
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。
sandbaseai/sandbase-skills☆ 2042026年9月26日 更新
Full-spectrum product research pipeline. Runs competitive analysis, technology trend scouting, user feedback analysis, and feature ideation. Trigger on: research, competitive research, market research, feature discovery, what should we build next, technology trends, user feedback, app store reviews, GitHub issues analysis, competitive landscape, product strategy.
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。
skillmds/skillmd☆ 1982026年10月9日 更新
Use when reviewing, auditing, scoring, or improving a real or synthetic MATLAB AI tutor transcript, tutoring prompt, generated lesson, exercise, feedback sequence, or skill behavior for MATLAB accuracy, active learning, assignment guardrails, feedback quality, debugging support, transfer prompts, and instructor-facing quality recommendations.
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。
matlab/agent-skills-playground☆ 1852026年10月10日 更新
Generate visual prototype prompts from SCR- entries for Google Stitch (or equivalent UI generation tool). Triggers on: 'make a prototype', 'visualize screens', 'generate Stitch prompt', 'I need a visual demo', 'prototype the workflow', 'show me what this looks like', 'get this to a demo', 'visual gate'. Consumes SCR- (Screen Flow Definition), PER- (Personas), UJ- (User Journeys), DES- (Design Components). Outputs Stitch prompt blocks per SCR- entry + Feedback Capture Template. No new SoT IDs created — this skill makes existing SCR- entries visual and routes feedback back to them.
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。
mattgierhart/PRD-driven-context-engineering☆ 1812026年8月31日 更新
Perform thorough code reviews with actionable, prioritized feedback. Use when a user asks to review code, check code quality, find bugs, review a pull request, audit code for issues, or get feedback on implementation. Covers correctness, security, performance, readability, and best practices across languages.
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。
TerminalSkills/skills☆ 1662026年10月14日 更新
Expert in designing and implementing visceral, satisfying combat systems. Masters hitbox/hurtbox design, frame data, combo systems, enemy archetypes, damage feedback, and the invisible craft that makes players feel powerful. Draws from fighting games, character action games (DMC, Bayonetta), and Souls-like design to create combat that is readable, responsive, and endlessly replayable. Use when "combat system, combat design, hitbox, hurtbox, frame data, hitstop, screen shake, input buffer, coyote time, i-frames, invincibility frames, combo system, attack cancel, recovery frames, punishment window, souls-like combat, action game combat, fighting game, damage feedback, enemy design, boss design, attack telegraph, parry system, stamina system, poise system, weapon feel, game feel combat, melee combat, combat juice, combat, action-game, fighting-game, hitbox, frame-data, game-feel, souls-like, character-action, melee, enemy-design, boss-design, combo, parry, i-frames" 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
The art of reviewing code that improves both the codebase and the developer - sharing knowledge, maintaining standards, and building cultureUse when "code review, PR review, pull request, merge request, review comments, LGTM, review feedback, approve PR, request changes, review checklist, code quality, review standards, code-review, pull-request, PR, quality, standards, feedback, collaboration, mentoring" 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
Captures reusable knowledge after work is done — learnings from feedback or failures, resolved bugs (symptom, root cause, prevention), and recurring code patterns — into the project's persistent memory file. Use after feedback, a non-trivial bug fix, a failed attempt, or the third repetition of a 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。
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
Use when receiving code review feedback (especially if unclear or technically questionable), when completing tasks or major features requiring review before proceeding, or before making any completion/success claims. Covers three practices - receiving feedback with technical rigor over performative agreement, requesting reviews via code-reviewer subagent, and verification gates requiring evidence before any status claims. Essential for subagent-driven development, pull requests, and preventing false completion claims.
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。
unclecatvn/agent-skills☆ 1452026年9月24日 更新
Design system feedback for user actions including confirmations, status updates, and notifications.
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。
Infrasity-Labs/dev-gtm-claude-skills☆ 1362026年6月29日 更新
Interact with GitHub repos, PRs, issues, CI, and notifications via the pi-github extension commands and gh CLI. Use when asked to check PRs, list issues, view repo status, check CI, browse notifications, create or merge PRs, fix PR review feedback, or perform any GitHub operation. **Triggers:** "open PRs", "repo status", "CI status", "merge PR", "fix PR", "fix PRs", "fix review feedback", "create PR", "GitHub notifications", any /gh-* command, or when a GitHub PR URL is shared.
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。
espennilsen/pi☆ 1222026年10月12日 更新
Design a single-point rubric with one criterion and open columns for evidence. Use for student self-assessment, peer feedback, teacher formative feedback, or pre-task planning. Works with any learning target, with or without a band 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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Design an error analysis protocol to diagnose the root cause of student mistakes and misconceptions. Use when error patterns appear in student work and targeted feedback is needed.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Analyse student work against criteria to identify specific gaps between current performance and learning objectives. Use when reviewing submissions, planning feedback, or diagnosing learning needs.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Generate a coaching conversation guide with questions, protocols, and follow-up actions for a teaching focus. Use when preparing for coaching sessions, mentoring, or peer feedback conversations.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Analyze Riffrec feedback captures from bundles or standalone recordings. Always load for `riffrec-*.zip`, `session.json` + `events.json` + `recording.webm` + `voice.webm` bundles, `.mp4`/`.mov`/`.webm` videos, `.m4a`/`.mp3`/`.wav` audio, or capture/share requests.
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。
nota-america/forgecat-agent-profiles☆ 902026年9月24日 更新
Fetch and analyze Amazon product reviews by ASIN, supporting 15 marketplaces (including US) with star rating filtering. Triggered when users mention Amazon reviews, US reviews, product reviews, buyer complaints, negative reviews, positive reviews, star ratings, review analysis, review sentiment, product improvement suggestions, Vine reviews, verified purchase reviews, competitor review research, Amazon reviews, US reviews, Amazon.com reviews, product feedback, negative review analysis, positive review analysis, star rating filter, review sentiment analysis, product improvement insights, Vine reviews, competitor reviews, customer feedback. Even if users do not explicitly say "reviews", this skill should be triggered whenever the task involves reading, filtering, or analyzing Amazon product customer 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。
nexscope-ai/nexscope-ecommerce-skills☆ 892026年10月9日 更新
Your team has high autonomy — and standups are vague, weekly meetings drift into status reports, and 1:1s produce nothing but "I'm fine." This playbook fixes all three layers at once. What's inside: • Daily Standup system — 3-field format, good sample, 4 COO principles to keep it honest • Weekly Meeting — strict 25-min agenda, Scrum Master rotation, 0–10 pulse check • 1:1 Framework — 9-dimension quantified pulse, 5-group deep question bank, bilateral feedback structure • Diagnostic layer — "stuck-at" detection: info / authority / collaboration / capability / direction • FAQ for 4 common failure modes (dead standups, status-report meetings, "I'm fine" 1:1s, scaling beyond 10 people) 🇨🇳 你的团队自由度很高——但 standup 越来越糊,例会变成汇报,1:1 问不出真话。这套三层 Motivation 操作手册解决的正是这件事:standup 是信息层,例会是对齐层,1:1 是个人层。三件事做好了,motivation 不是管出来的,是长出来的。 🇯🇵 チームの自律性は高いのに、スタンドアップは曖昧で、週次ミーティングは進捗報告になり、1on1では「大丈夫です」しか返ってこない——このプレイブックは、その3層すべてを同時に解決します。 🇰🇷 팀의 자율성은 높은데 스탠드업은 두루뭉술하고, 주간 회의는 진척 보고가 되어버리고, 1:1에서는 진심을 들을 수 없다면 — 이 플레이북이 세 레이어 모두를 동시에 해결합니다. Triggers: "团队 motivation" | "standup 没人写" | "例会变成汇报" | "1:1 问不出真话" | "高自由度团队管理" | "COO 如何管人" | "team motivation" | "standup best practices" | "1on1 framework" | "weekly meeting template" | "チームモチベーション" | "팀 동기부여" | "AI startup team ops" | "remote team alignment" | "engagement下降"
Gingiris-1031/gingiris-skills☆ 842026年10月8日 更新
Schema for tracking code review outcomes to enable feedback-driven skill improvement. Use when logging review results or analyzing review quality.
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。
existential-birds/beagle☆ 822026年9月16日 更新