Agent Skills by onemanking
Showing 64 vetted skills indexed across 1 GitHub repositories.
gate-check
Validates readiness to advance between game development phases with a formal verdict.
physics-matter
Implements Matter.js rigid-body physics in Phaser 4 games.
asset-audit
Audits game assets for naming conventions, size budgets, format standards, and orphaned references.
hotfix
Creates emergency hotfix branches with audit records, approvals, and rollback plans.
scenes
Implements Phaser scene lifecycle management, transitions, and multi-scene orchestration patterns.
team-narrative
Orchestrates narrative-director, writer, world-builder, and level-designer subagents through a five-phase story production pipeline.
team-ui
Orchestrates ux-designer, ui-programmer, and art-director subagents through a five-phase UI feature pipeline.
input-keyboard-mouse-touch
Implements keyboard, mouse, touch, drag-and-drop, and gamepad input handling in Phaser scenes.
groups-and-containers
Organizes Phaser game objects using Groups, Containers, and Layers with pooling and transforms.
loading-assets
Loads images, audio, atlases, fonts, and tilemaps through the Phaser Loader plugin.
brainstorm
Guides collaborative game concept ideation into a structured game concept document.
changelog
Generates internal and player-facing changelogs from git commits, sprint reports, and design documents.
playtest-report
Generates structured playtest report templates and analyzes raw playtest notes into standardized findings.
tilemaps
Create and manage Phaser 4 tilemaps from Tiled JSON with layers, collision, and tile queries.
time-and-timers
Implements timers, delayed calls, and event timelines in Phaser 4 scenes.
patch-notes
Generate player-facing patch notes from git history, changelogs, and sprint data.
setup-engine
Configure game engine version and generate engine reference documentation for projects.
physics-arcade
Implements Arcade Physics in Phaser 4 including velocity, gravity, collisions, and collision categories.
team-polish
Orchestrates performance, art, audio, and QA subagents through a six-phase release polish pipeline.
map-systems
Decompose a game concept into systems, map dependencies, and create a prioritized systems index.
code-review
Reviews source files against coding standards, architecture rules, and SOLID principles.
actions-and-utilities
Applies Phaser.Actions batch operations and Phaser.Utils helpers to arrays of game objects.
tech-debt
Scan, categorize, and prioritize technical debt across a codebase in a maintained register.
retrospective
Generates sprint or milestone retrospectives by analyzing plans, git history, and task completion data.
Frequently Asked Questions About onemanking
FAQPage SchemaWhat 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.