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onemanking

Community

@onemanking

3Followers
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65Public Repos
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64Published Skills

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Skills Distribution
DomainUI/UX & Crea...Phaser 4 Engine De.. (45%)Game Production & .. (30%)Game Design & Docu.. (15%)Quality Assurance .. (10%)

Agent Skills by onemanking

Showing 64 vetted skills indexed across 1 GitHub repositories.

onemankingonemanking

gate-check

Validates readiness to advance between game development phases with a formal verdict.

Community
Intermediate
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physics-matter

Implements Matter.js rigid-body physics in Phaser 4 games.

Community
Intermediate
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asset-audit

Audits game assets for naming conventions, size budgets, format standards, and orphaned references.

Community
Intermediate
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hotfix

Creates emergency hotfix branches with audit records, approvals, and rollback plans.

Community
Intermediate
onemankingonemanking

scenes

Implements Phaser scene lifecycle management, transitions, and multi-scene orchestration patterns.

Community
Intermediate
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team-narrative

Orchestrates narrative-director, writer, world-builder, and level-designer subagents through a five-phase story production pipeline.

Community
Advanced
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team-ui

Orchestrates ux-designer, ui-programmer, and art-director subagents through a five-phase UI feature pipeline.

Community
Advanced
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input-keyboard-mouse-touch

Implements keyboard, mouse, touch, drag-and-drop, and gamepad input handling in Phaser scenes.

Community
Intermediate
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groups-and-containers

Organizes Phaser game objects using Groups, Containers, and Layers with pooling and transforms.

Community
Intermediate
onemankingonemanking

loading-assets

Loads images, audio, atlases, fonts, and tilemaps through the Phaser Loader plugin.

Community
Intermediate
onemankingonemanking

brainstorm

Guides collaborative game concept ideation into a structured game concept document.

Community
Intermediate
onemankingonemanking

changelog

Generates internal and player-facing changelogs from git commits, sprint reports, and design documents.

Community
Intermediate
onemankingonemanking

playtest-report

Generates structured playtest report templates and analyzes raw playtest notes into standardized findings.

Community
Basic
onemankingonemanking

tilemaps

Create and manage Phaser 4 tilemaps from Tiled JSON with layers, collision, and tile queries.

Community
Intermediate
onemankingonemanking

time-and-timers

Implements timers, delayed calls, and event timelines in Phaser 4 scenes.

Community
Intermediate
onemankingonemanking

patch-notes

Generate player-facing patch notes from git history, changelogs, and sprint data.

Community
Intermediate
onemankingonemanking

setup-engine

Configure game engine version and generate engine reference documentation for projects.

Community
Advanced
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physics-arcade

Implements Arcade Physics in Phaser 4 including velocity, gravity, collisions, and collision categories.

Community
Intermediate
onemankingonemanking

team-polish

Orchestrates performance, art, audio, and QA subagents through a six-phase release polish pipeline.

Community
Advanced
onemankingonemanking

map-systems

Decompose a game concept into systems, map dependencies, and create a prioritized systems index.

Community
Advanced
onemankingonemanking

code-review

Reviews source files against coding standards, architecture rules, and SOLID principles.

Community
Intermediate
onemankingonemanking

actions-and-utilities

Applies Phaser.Actions batch operations and Phaser.Utils helpers to arrays of game objects.

Community
Intermediate
onemankingonemanking

tech-debt

Scan, categorize, and prioritize technical debt across a codebase in a maintained register.

Community
Intermediate
onemankingonemanking

retrospective

Generates sprint or milestone retrospectives by analyzing plans, git history, and task completion data.

Community
Intermediate

Frequently Asked Questions About onemanking

FAQPage Schema
What tasks can I accomplish with onemanking's skills?

You can implement Phaser 4 features (scenes, physics, animations, audio, cameras, input), author game design documents, plan sprints, generate changelogs and patch notes, audit assets, profile performance, track tech debt, and run release and launch checklists.

Who are these skills designed for?

Game developers, designers, and producers working on Phaser 4 web games. The team-* skills coordinate multi-role personas (game-designer, gameplay-programmer, qa-tester, sound-designer) for combat, UI, audio, level, narrative, polish, and release work.

How do the Phaser 4 engine skills get triggered?

Each Phaser skill auto-triggers on domain keywords like 'tween', 'tilemap', 'collide', or 'SceneManager', while production skills like /sprint-plan, /gate-check, and /hotfix are user-invocable with argument hints such as version numbers or file paths.

What prerequisites or environment do these skills need?

Skills use Read, Glob, Grep, Write, Edit, and Bash permissions; several read git history (changelog, retrospective, scope-check) so a git repository is expected. The setup-engine skill pins the Phaser version in CLAUDE.md and fetches docs via WebSearch.

Do the skills support migrating from Phaser 3 to Phaser 4?

Yes. The v3-to-v4-migration skill covers renderer changes (pipelines to render nodes), FX/masks to filters, tint system updates, camera matrix, DynamicTexture, shaders, lighting, removed game objects, and provides a full migration checklist.