
Quick Game
- 446 installs
- 305 repo stars
- Updated May 25, 2026
- opusgamelabs/game-creator
quick-game is an agent skill that scaffolds and implements a minimal playable 2D Phaser or 3D Three.js game prototype with core loop mechanics for developers testing game ideas before full production pipelines.
About
quick-game is an OpusGameLabs game-creator skill (version 1.3.0, MIT) that builds a playable game prototype without assets, design polish, audio, deploy, or monetize steps. Arguments accept 2d or 3d plus a kebab-case game name, or a tweet URL parsed via fetch-tweet to abstract a concept. The workflow copies templates/phaser-2d or templates/threejs-3d, runs npm install, starts a Vite dev server on port 3000, and launches a Task subagent implementing input, movement, fail condition, scoring, and restart via EventBus and GameState modules. Six spectacle events—SPECTACLE_ENTRANCE through SPECTACLE_NEAR_MISS—are wired for future juice layers. Developers reach for quick-game when saying quick game or fast prototype; use /viral-game for the full deploy-plus-monetize pipeline or /make-game for milestone-driven projects. Build verification runs npm run build with up to two retry passes.
- Rapid playable scaffold from templates
- Mechanics-first iteration loop
- Low-friction game-creator setup
- Early fun and scope checks
- Short path from idea to demo
Quick Game by the numbers
- 446 all-time installs (skills.sh)
- +15 installs in the week ending Aug 4, 2026 (Skillselion tracking)
- Ranked #50 of 247 Game Development skills by installs in the Skillselion catalog
- Data as of Aug 4, 2026 (Skillselion catalog sync)
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| Installs | 446 |
|---|---|
| repo stars | ★ 305 |
| Last updated | May 25, 2026 |
| Repository | opusgamelabs/game-creator ↗ |
How do you prototype a playable browser game fast?
Spin up a minimal playable game fast to test mechanics, art direction, or fun before investing in full production pipelines in game-creator.
Who is it for?
Game developers validating a single mechanic or fun hypothesis who want a shape-based playable browser prototype in minutes without art, audio, or deployment.
Skip if: Production game teams needing polished assets, Play.fun monetization, here.now deployment, or milestone-driven project management—use /viral-game or /make-game instead.
When should I use this skill?
The user says quick game, fast prototype, just get something playable, or provides a 2d/3d game name or tweet URL to turn into a minimal game.
What you get
Running Vite dev server with scaffolded Phaser or Three.js project, core gameplay loop, EventBus architecture, and verified npm run build output.
- Scaffolded game project directory
- Playable core loop on localhost dev server
- Passing npm run build verification
By the numbers
- Skill version 1.3.0 under MIT license from OpusGameLabs
- Supports 2 engine templates: Phaser 2D and Three.js 3D
- Wires 6 spectacle event hooks for future visual juice layers
Files
Performance Notes
- Take your time to do this thoroughly
- Quality is more important than speed
- Do not skip validation steps
Quick Game (Fast Prototype)
Build a playable game prototype as fast as possible. This is /viral-game without the polish — just scaffold + implement the core loop. Get something on screen, then incrementally add layers with /add-assets, /design-game, /add-audio, /game-deploy, and /monetize-game.
What you'll get: 1. A scaffolded game project with clean architecture 2. Core gameplay — input, movement, scoring, fail condition, restart 3. A running dev server you can play immediately
What you skip (run these later if you want):
/add-assets— pixel art sprites (2D) or 3D models/design-game— visual polish, particles, transitions/add-audio— music and sound effects/record-promo— promo video capture/game-deploy— deploy to here.now/monetize-game— Play.fun integration
Instructions
Step 0: Parse arguments
Parse $ARGUMENTS to determine the game concept:
Direct specification: [2d|3d] [game-name]
- Engine:
2d(Phaser) or3d(Three.js). If not specified, default to2d. - Name: kebab-case. If not specified, ask the user.
Tweet URL: If arguments contain a tweet URL (x.com/*/status/*, twitter.com/*/status/*, fxtwitter.com/*/status/*): 1. Fetch the tweet using the fetch-tweet skill 2. Default to 2D 3. Creatively abstract a game concept from the tweet 4. Generate a kebab-case name 5. Tell the user what you'll build
Meshy API Key (3D only): If 3D, check for MESHY_API_KEY. If missing, ask the user (link to https://app.meshy.ai). Store for model generation.
Step 1: Scaffold + Implement
Infrastructure (main thread):
1. Locate the template directory — check ~/.claude/plugins/cache/local-plugins/game-creator/*/templates/ or templates/ relative to this plugin 2. Target directory: If inside the game-creator repo, create in examples/<game-name>/. Otherwise, create in ./<game-name>/. 3. Copy the template:
- 2D:
templates/phaser-2d/→ target - 3D:
templates/threejs-3d/→ target
4. Update package.json name and index.html title 5. Run npm install 6. Start the dev server (npm run dev) in the background. Check port availability first — if 3000 is taken, try 3001, 3002, etc.
Game implementation (subagent via Task):
Launch a Task subagent with:
You are building a quick game prototype. Speed is the priority — get a playable core loop working.
>
Project path: <project-dir>Engine: <2d|3d>Game concept: <description>Skill to load:phaser(2D) orthreejs-game(3D)
>
Implement in this order:
1. Input (touch + keyboard from the start)
2. Player movement / core mechanic
3. Fail condition (death, collision, timer)
4. Scoring
5. Restart flow (GameState.reset() → clean slate)
>
Scope: 1 scene, 1 mechanic, 1 fail condition. Keep it tight.
>
Rules:
- All cross-module communication via EventBus
- All magic numbers in Constants.js
- No title screen — boot directly into gameplay
- No in-game score HUD — Play.fun widget handles score display
- Mobile-first input: touch + keyboard, use unified InputSystem pattern
- ImportSAFE_ZONEfrom Constants.js — keep UI belowSAFE_ZONE.TOP
- Minimum 7-8% canvas width for collectibles/hazards
- Character sizing:GAME.WIDTH * 0.12toGAME.WIDTH * 0.15for character-driven games
- Preserve the template's createButton() helper in GameOverScene — do NOT rewrite it- Wire spectacle events:SPECTACLE_ENTRANCE,SPECTACLE_ACTION,SPECTACLE_HIT,SPECTACLE_COMBO,SPECTACLE_STREAK,SPECTACLE_NEAR_MISS
- Add isMuted to GameState for future audio support- Ensure restart is clean — 3 restarts in a row should work identically
Step 2: Verify
After the subagent returns:
1. Run npm run build in the project directory to confirm no errors 2. If the build fails, fix the issues (up to 2 retries) 3. If Playwright MCP is available, navigate to the dev server, take a screenshot, and do a quick visual check
Example Usage
2D game
/quick-game 2d asteroid-dodgeResult: Copies Phaser template → implements player ship, asteroid spawning, collision death, score counter, restart flow → dev server running at localhost:3000 in ~2 minutes. Shapes only, no polish.
From tweet
/quick-game https://x.com/user/status/123456Result: Fetches tweet → abstracts game concept → scaffolds and implements a playable prototype inspired by the tweet content.
Troubleshooting
Game scaffolds but won't start
Cause: Vite config or import paths incorrect. Fix: Verify vite.config.js has correct root. Check that main.js is referenced in index.html.
Missing core files
Cause: Scaffold skipped EventBus/GameState/Constants. Fix: Every game needs core/EventBus.js, core/GameState.js, core/Constants.js. Re-run scaffold or create manually.
Done
Tell the user:
Your game is running at http://localhost:<port>. Open it in a browser to play!>
To keep building, run these commands:
- /add-assets — replace shapes with pixel art sprites- /design-game — add visual polish (particles, gradients, juice)- /add-audio — add music and sound effects- /game-deploy — deploy to the web- /monetize-game — add Play.fun integration>
Or run /viral-game next time for the full one-shot pipeline (assets, polish, deploy, monetize all in one go).Related skills
How it compares
Use quick-game for a fast mechanics-only prototype; choose /viral-game when the goal includes assets, deploy, and monetization in one pipeline.
FAQ
What engines does quick-game support?
quick-game defaults to 2D with Phaser by copying templates/phaser-2d, or 3D with Three.js via templates/threejs-3d when the user specifies 3d. Three.js mode optionally uses a MESHY_API_KEY for model generation.
What does quick-game skip compared to viral-game?
quick-game omits /add-assets pixel art, /design-game polish, /add-audio, /game-deploy to here.now, and /monetize-game Play.fun integration. viral-game runs the full one-shot pipeline including deploy and monetize.
What architecture does quick-game require?
quick-game preserves core/EventBus.js, core/GameState.js, and core/Constants.js in every scaffold. Cross-module communication uses EventBus, magic numbers live in Constants.js, and restart calls GameState.reset() for clean replays.