
opusgamelabs/game-creator
7 skills4.2k installs1.3k starsGitHub
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npx skills add https://github.com/opusgamelabs/game-creatorSkills in this repo
1Game DesignerGame-designer is an agent skill for solo and indie builders shipping browser games who already have a working scaffold but want it to feel like a finished product. It treats UI/UX as game feel: mood-setting backgrounds instead of flat fills, particle systems, smooth scene transitions, and satisfying feedback when the player acts. The skill points agents at a structured visual catalog of patterns—parallax layers, color palettes, polish effects—so improvements stay cohesive rather than one-off hex tweaks. Use when a game needs visual upgrades, better atmosphere, animations, or overall aesthetic passes after core gameplay exists. It pairs naturally with a game-creator or engine scaffold workflow: mechanics first, then this skill for the presentation layer. Complexity is intermediate because it assumes a runnable browser game and comfort with front-end rendering concepts.775installs2Game Assetsgame-assets is a Game Asset Engineer skill for indie browser-game builders who want characters, enemies, pickups, and VFX that read clearly at small sizes without standing up a full art pipeline or licensing external packs. The agent thinks like a pixel artist—silhouette, contrast, animation readability—while emitting sprites as programmatic pixel matrices and renderer hooks rather than PNG dependencies. Version 1.3.0 from OpusGameLabs pairs the main SKILL.md workflow with deep references: sprite-catalog archetypes, a South Park–influenced character pipeline with expressions and bobblehead proportions, and pixel-renderer utilities for sheets and frames. Performance guidance favors careful file reads and mandatory validation over rushed swaps from geometric placeholders. Use when a prototype or jam game needs recognizable heroes and enemies before you invest in bespoke illustrator work.663installs3PhaserPhaser is a focused agent skill from the game-creator catalog that teaches solo builders how to structure assets and runtime performance in Phaser 3 TypeScript projects. It contrasts loading individual PNGs—which multiply draw calls—with single atlases loaded via this.load.atlas and addressed by frame IDs. Readers learn to author walk cycles using generateFrameNames, and to avoid allocation churn by pooling frequently spawned objects through physics Groups, activate/deactivate, and body enable toggles. The guidance assumes JSON Hash atlas exports and in-scene Preloader or Boot setup. Install it when you are actively building a browser or wrapped game client and need concrete patterns rather than generic “optimize your game” tips. It does not replace full game design or backend multiplayer architecture.622installs4Game AudioGame Audio is an agent skill from Opus Game Labs’ game-creator bundle for authoring genre-appropriate background music in Strudel while prototyping games. It teaches procedural patterns that read as ambience: sparse note rows, quiet gains, slow tempos, and space from reverb and delay rather than busy percussion. The critical anti-repetition section addresses short 16-step loops that annoy players—cycle alternation across multiple melodic phrases and per-layer `.slow()` phasing lengthen the perceived loop before repeats. Solo indie game developers using agent-assisted coding can invoke it when BGM would otherwise dominate gameplay or sound identical every eight seconds. It is narrowly focused on BGM feel and Strudel expression, not full SFX pipelines, middleware export, or adaptive orchestral scoring.556installs5Game ArchitectureGame Architecture is reference procedural knowledge for solo and indie builders shipping browser games with Three.js or Phaser. It steers architectural decisions—when to split systems, how modules talk, and where state lives—so a small team does not paint into a spaghetti corner before the first playable loop exists. The skill emphasizes shipping a minimal loop first, then layering presentation and audio, and documents concrete patterns such as object pooling, normalized delta time, resource disposal, spawn waves, and powerups in a linked system-patterns guide. Install it when you are greenfielding a game repo or refactoring tangled imports into an event-driven layout. It is pattern guidance, not a code generator; you still implement scenes and mechanics yourself while following the EventBus and GameState contracts described in the SKILL.md.545installs6Design Gamedesign-game is an OpusGameLabs agent skill that audits and elevates the look and feel of a game you already built. It inspects engine hints from package.json, your palette in Constants.js, scene and entity drawing code, and existing EventBus events, then scores visual areas and applies designer-backed patterns for atmosphere, UI, and juice including particles. The workflow insists on thorough validation rather than quick cosmetic tweaks, which suits solo devs who can implement mechanics but want a repeatable design pass. It is intentionally scoped away from gameplay logic changes so feature work stays in sibling skills. MIT licensed, version 1.3.0, optimized for browser or canvas games in a typical src/core and scenes layout.543installs7Threejs Gamethreejs-game is an agent skill for solo indie developers shipping browser games who want structure before scene code sprawls across files. It documents four mandatory core patterns from the game-creator stack: an EventBus singleton that owns all inter-module signaling, a centralized GameState for authoritative play data, shared Constants, and a Game.js orchestrator that ties the render loop together. Agents are steered away from importing gameplay modules into each other for side effects; instead they register listeners with domain:action events and emit typed payloads. The included EventBus implementation covers on, once, off, emit, and clear with per-event error logging so one bad handler does not kill the loop. This is intermediate complexity—you should already know basic Three.js scenes and ES modules. Use it when starting a new title or refactoring a jam game into something shippable. It does not replace asset pipelines, networking, or monetization; it gives you a repeatable skeleton so features plug in consistently.503installs