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Found 21 Skills
Used for generating replacement images for each Region/Cell of Phaser 4 Spine Atlas/texture atlas, resuming interrupted tasks, rebuilding brand-new textures, or verifying no fallback to old textures; requires retaining Skeleton, Attachment and Mesh UV, and enabling safe recovery if any Cell fails.
Testing and performance role for Phaser 4 mobile 2D games. Used for verification of functionality, reference reconstruction, dynamic gameplay visuals, UI/scenes, device compatibility, resource budget, performance, stability and release candidates, and producing reproducible evidence.
Manual image resource optimization task for Phaser 4 projects. Only to be used when the user explicitly calls $phaser4-game-image-optimization. It is used to inventory runtime bitmaps, generate compression candidates, verify image quality and channel compatibility, and replace resources under the control of global Work Items, task authorization, paths and evidence; A4-A6 operations require separate approval.
Domain orchestration role for Phaser 4 games. Used to coordinate product, architecture, gameplay, visuals, resources, audio, game balancing, QA, and release delivery after the global control plane has established a Work Item; does not own global state or approval ledger.
Role for release and compliance of Phaser 4 mobile 2D games. Used for preparing builds, store materials, privacy settings, resource authorization, submission checklists, and release candidate packages for mini-games, iOS, Google Play, or new channels.
Audio design role for Phaser 4 mobile 2D games. Responsible for planning, generating, reviewing, compressing, authorizing, or integrating music, sound effects, voice, mixing, and mobile audio interactions.
Phaser 4 Mobile 2D Game Numerical Design Role. Used when designing, calibrating, simulating, configuring, or accepting adjustable game numerical systems such as growth, economy, difficulty, drop, combat, and progression.
Plan, produce, register, validate and integrate UI, characters, scenes, animations, VFX, backgrounds and reference reconstruction resources for Phaser 4 games. Applicable to formal visual resources, visual systems, resource integration, visual reconstruction, runtime visual acceptance and authorization registration; not applicable to pure gameplay rule modifications.
The sole global workflow control plane for the Phaser 4 game repository. Handles low-risk local work based on task authorization and deterministic risk classification, distinguishes user clarification decisions, and retains precise explicit approvals only for specific A4-A6 operations and their impacts.
This skill should be used when the user asks to "create animation", "animate sprite", "add tweens", "sprite animation not playing", "character animations", "easing", "tween timeline", "idle animation", "walk animation", "fade in", "fade out", or "scale animation".
This skill should be used when the user asks to "add health bar", "create menu", "UI elements", "dialog box", "inventory system", "create buttons", "HUD overlay", "score display", "minimap", "progress bar", "bitmap text", "interactive button", or "UI layout".
This skill should be used when the user asks to "write a game design document", "create a GDD", "design my game", "document game mechanics", "plan game progression", "define core loop", "art direction", "audio design plan", "monetization strategy", "game concept document", "plan my game before coding", or wants to produce a structured design document for a Phaser 4 game before writing any code.