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Improve Game

  • 592 installs
  • 305 repo stars
  • Updated May 25, 2026
  • opusgamelabs/game-creator

improve-game is a Claude Code skill that iteratively audits and fixes the highest-impact gameplay, balance, and polish issues for developers who already have a game prototype needing systematic upgrades.

About

improve-game is a game-development agent skill from OpusGameLabs game-creator at version 1.3.0 that analyzes an existing game, ranks problems, and implements the next highest-impact fix per pass. It responds to prompts like improve my game, polish my game, or what is wrong with my game, running repeatedly until diminishing returns. The skill deliberately excludes greenfield creation (viral-game, make-game) and single-feature adds (add-feature), focusing on mechanics tuning, balance, and player experience. Developers use improve-game when a prototype plays but feels rough, unfair, or unpolished and needs structured iteration rather than one-off tweaks.

  • Analyzes current gameplay loops and suggests concrete mechanical improvements
  • Generates balanced difficulty curves and progression systems
  • Produces updated code, assets, and design documentation in one workflow
  • Works with both procedural and hand-crafted game logic
  • Includes hard-gate review before merging changes to core game loop

Improve Game by the numbers

  • 592 all-time installs (skills.sh)
  • +19 installs in the week ending Aug 4, 2026 (Skillselion tracking)
  • Ranked #40 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Aug 4, 2026 (Skillselion catalog sync)
npx skills add https://github.com/opusgamelabs/game-creator --skill improve-game

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Listed on Skillselion
Installs592
repo stars305
Last updatedMay 25, 2026
Repositoryopusgamelabs/game-creator

How do you systematically polish an existing game prototype?

Systematically upgrade an existing game prototype with smarter mechanics, better balance, and polished player experience using an AI agent.

Who is it for?

Game developers with a working prototype who want repeated agent-driven audits that ship the next most impactful gameplay or polish improvement.

Skip if: Greenfield game creation, adding one specific new feature, or non-game application codebases.

When should I use this skill?

The user says improve my game, polish my game, fix my game, or asks what is wrong with their existing game prototype.

What you get

Prioritized fix list, updated gameplay mechanics, balance adjustments, and polished player-experience changes per iteration pass.

  • Gameplay fix implementations
  • Balance tuning changes
  • Polish pass changelog

By the numbers

  • Skill version 1.3.0 in game-creator metadata
  • Tagged with game, improve, audit, fix, and polish labels

Files

SKILL.mdMarkdownGitHub ↗

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Improve Game

Make your game better. This command deep-audits gameplay, visuals, code quality, performance, and player experience, then implements the highest-impact improvements. Run it as many times as you want — each pass finds the next most impactful thing to fix.

Instructions

Improve the game in the current directory. If $ARGUMENTS specifies a focus area (e.g., "gameplay", "visuals", "performance", "polish", "game-over"), weight that area higher but still audit everything.

Step 1: Deep audit

Read the entire game codebase to build a complete picture:

  • package.json — engine, dependencies, scripts
  • src/core/Constants.js — all configuration values
  • src/core/EventBus.js — all events and their usage
  • src/core/GameState.js — state shape and reset logic
  • src/core/Game.js (or GameConfig.js) — orchestrator and game loop
  • Every file in src/scenes/ or src/systems/ — gameplay logic
  • Every file in src/entities/ — game objects
  • Every file in src/ui/ — game over, overlays
  • Every file in src/audio/ — music and sound effects
  • index.html — markup, overlays, styles, viewport meta
  • src/systems/InputSystem.js — input handling, mobile support (gyro, joystick, touch)
  • tests/ — test coverage and quality

Don't skim. Read every file completely so you understand the full picture before making recommendations.

Step 2: Score and diagnose

Rate each area on a 1–5 scale (1 = broken/missing, 3 = functional but basic, 5 = polished and complete). Present a diagnostic table:

AreaScoreDiagnosis
Gameplay feelIs the core loop fun? Are controls responsive? Does difficulty ramp?
Visual polishBackgrounds, colors, particles, animations, screen effects
Game Over & UIGame over screen, transitions, restart flow, buttons
AudioBGM for each state, SFX for each action, volume balance, mute toggle
Code architectureEventBus, GameState, Constants, no circular deps
Restart safetyDoes GameState.reset() fully clean up? 3 restarts identical? No stale listeners/timers?
PerformanceDelta capping, object pooling, disposal, no leaks
Player experienceOnboarding, feedback, difficulty curve, replayability
Mobile supportTouch input, responsive layout, gyro/joystick, 44px touch targets
Play.fun safe zoneAll UI elements below SAFE_ZONE.TOP (~8% / 75px)? Nothing hidden behind Play.fun widget?
Gameplay invariantsCan the player score? Can the player die? Do game-over buttons show text? Does render_game_to_text() return valid JSON?
Entity sizingAre characters large enough to read? Character-driven games need 12–15% of GAME.WIDTH. Proportional sizing (GAME.WIDTH * ratio), not fixed pixels?
Test coverageBoot, gameplay, scoring, restart, visual, perf tests

Overall score: X / 65

Step 3: Improvement plan

From the audit, identify the top 5–8 improvements ranked by player impact. For each one:

1. Title — short name (e.g., "Add difficulty progression") 2. Area — which category it improves 3. Impact — why this matters to the player 4. What to do — plain-English description of the change 5. Files touched — which files will be created or modified

Format as a numbered list. Put the highest-impact items first.

Present the plan to the user and ask which improvements to implement. Options:

  • "All" — implement everything
  • Specific numbers — implement selected items
  • "Top 3" — just the most impactful

Wait for the user to choose before implementing.

Step 4: Implement

For each selected improvement, follow these rules:

1. Constants first — add all new config values to Constants.js. Zero hardcoded values. 2. Events next — add any new events to EventBus.js using domain:action naming. 3. State if needed — add new state fields to GameState.js with proper reset. 4. New files in proper directories — entities in entities/, systems in systems/, UI in ui/. 5. Wire through orchestrator — register new systems in Game.js with proper lifecycle. 6. EventBus for communication — modules never import each other directly. 7. Match existing code style — same patterns, naming, formatting as the rest of the project. 8. Don't break what works — existing gameplay, controls, and scoring must still function identically unless the improvement specifically targets them.

After implementing each improvement, run npm run build to catch errors immediately. Fix any build errors before moving to the next improvement.

Step 5: Verify

After all improvements are implemented:

1. Run npm run build — confirm clean build with no errors 2. Run npm test if tests exist — confirm all tests still pass 3. If tests fail because of intentional changes (new scenes, changed elements), fix the tests to match the new behavior 4. If the game has visual regression tests, update snapshots: npm run test:update-snapshots

Step 6: Report

Tell the user what changed:

Improvement report

>

Score: X/65 → Y/65 (+Z points)

>

Implemented:
1. [Title] — [one-sentence summary of what changed]
2. [Title] — [one-sentence summary of what changed]
...

>

Files created: [list new files]
Files modified: [list changed files]

>

How to test: Run npm run dev and try:
- [specific thing to look for]
- [specific thing to look for]

>

Next improvements: Run /game-creator:improve-game again to find the next batch.

Focus areas

When $ARGUMENTS includes a focus area keyword, weight these specific checks:

"gameplay" — core loop, controls, difficulty progression, enemy variety, power-ups, risk/reward, pacing, level design

"visuals" — load the game-designer skill and apply its full design audit (backgrounds, palette, animations, particles, transitions, typography, juice)

"performance" — delta capping, object pooling, geometry/material disposal, event listener cleanup, requestAnimationFrame usage, draw call count, texture atlas usage

"polish" — screen shake, hit pause, squash/stretch, easing curves, sound timing, button feedback, score popups, death animations, transition smoothness

"game-over" — game over screen appeal, restart flow, button styling, score display, best score display, animations. Button text must be visible — verify the createButton() pattern uses Container + Graphics + Text (Graphics first, Text second, Container interactive). If button labels are invisible, the pattern is broken. Note: games do not have title/menu screens by default (Play.fun handles the chrome). Only add a title screen if the user explicitly requests one. Score HUD is handled by the Play.fun widget — do not add a separate in-game score display. All game-over UI must be below SAFE_ZONE.TOP.

"audio" — load the game-audio skill. Check BGM coverage (every game state should have music), SFX coverage (every player action should have feedback), volume mixing, transition smoothness between tracks

"mobile" — touch input implemented (tap zones, virtual joystick, or gyroscope), responsive canvas (Phaser.Scale.FIT or CSS width:100%), 44px minimum touch targets, virtual joystick or tap zones for movement, gyroscope support for tilt games, no hover-only interactions, tested on mobile viewport (Pixel 5 emulation). Read InputSystem.js, all scene/system update() methods, index.html viewport meta, and Constants.js for touch target sizes.

"ux" — onboarding (does the player know what to do?), feedback (does every action have a response?), difficulty curve (is it too hard/easy?), replayability (is there a reason to play again?)

Example Usage

General improvement

/improve-game

Result: Deep audit → scores 38/65 → identifies top 6 improvements (difficulty progression, screen shake, better game-over, particle effects, mobile touch, restart safety) → asks which to implement → implements selected → score rises to 52/65.

Focused improvement

/improve-game gameplay

Result: Weights gameplay checks higher → finds enemy variety is low and difficulty is flat → adds 3 enemy types with distinct behaviors, progressive speed ramp, and score-based difficulty tiers.

Troubleshooting

Improvements break existing gameplay

Cause: Changes to shared systems (physics, scoring) have cascading effects. Fix: Test each improvement individually. Run existing tests after each change. Revert if a change breaks core gameplay.

Too many changes at once

Cause: Audit identified 10+ issues and all were implemented simultaneously. Fix: Prioritize top 3-5 improvements. Ship incrementally. Verify after each change.

Tips

This command is designed for iterative improvement. Run it multiple times:
- First pass: fix the biggest gaps (missing features, broken UX)
- Second pass: add polish (particles, transitions, juice)
- Third pass: fine-tune (difficulty curve, timing, balance)

>

Each run picks up where the last left off — previously fixed areas will score higher, surfacing new priorities.

>

For targeted work, use the focus area: /game-creator:improve-game gameplay or /game-creator:improve-game visuals

Related skills

FAQ

Can improve-game create a game from scratch?

improve-game does not create games from scratch. OpusGameLabs directs greenfield work to viral-game or make-game and feature additions to add-feature; improve-game only audits and upgrades existing prototypes.

How many passes should improve-game run?

improve-game is designed to run repeatedly. Each pass finds and implements the next most impactful fix in mechanics, balance, or player experience until further passes offer diminishing returns.

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