What problem does it solve?
Building an isometric action RPG often collapses under scope creep, tangled combat state, and untested save flows. This Skill enforces a disciplined vertical-slice process so an agent delivers one coherent playable loop before expanding systems.
Core Features & Use Cases
- Vertical Slice Delivery: Orders work from movement and camera through combat, enemies, rewards, and zone transitions, each with gameplay proof.
- Runtime Boundaries: Keeps simulation state deterministic and serializable, centralizes combat timing and damage values, and makes inventory and save operations atomic and idempotent.
- Release Validation: Runs unit tests, type/lint checks, production builds, and real playthroughs covering fresh starts, saved continuation, and loss/retry.
- Use Case: Ask your agent to add a second enemy type to an existing Three.js ARPG prototype; it first records the authoritative baseline, then ships the enemy with telegraphs, counterplay, tests, and a stable save path.
Quick Start
Use the build-isometric-arpg skill to add a playable combat encounter with one enemy, rewards, and save support to my Three.js game.