game__genre--building-endless-runner

Generate beat-based obstacle sequences for mobile JavaScript endless runners.

1|1|Updated Mar 16, 2026
One-click install
npx skills add https://github.com/erikhazzard/vasir --skill game-genre-building-endless-runner
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game__genre--building-endless-runner
Source: https://github.com/erikhazzard/vasir/tree/main/.agents/skills/game__genre--building-endless-runner
Command: npx skills add https://github.com/erikhazzard/vasir --skill game-genre-building-endless-runner

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

Designing seamless, scalable endless runners is hard: you must balance rhythm, solvability, and performance across devices while keeping players engaged.

Core Features & Use Cases

  • Beat-based obstacle generation using templates and rest gaps to maintain challenge and flow
  • Ground segment recycling and pooling to support infinite play without memory spikes
  • Near-miss scoring, power-ups, revival systems, and a flexible juice/FX layer
  • Deterministic fixed-timestep loop, beat-to-pixel conversion, and anti-tunneling safeguards
  • Optional composable dashboards for tuning speed curves and difficulty tiers

Quick Start

Integrate this skill into your endless-runner project to begin generating beat-based obstacle sequences and tune the speed curve.

Frequently Asked Questions about game__genre--building-endless-runner

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I generate solvable obstacle patterns for an endless runner that adapt to increasing speed?

Beat-based obstacle generation creates sequences using templates and rest gaps to maintain flow. It converts beats to pixels within a deterministic fixed timestep loop, validating solvability so players can always react at any speed tier.

What's the best way to prevent memory spikes during infinite scrolling in a mobile game?

Prevent memory spikes during infinite scrolling by implementing ground segment recycling and pooling. This reuses ground segments continuously, supporting infinite play without allocating new memory or causing performance drops on mobile devices.

How do I stop fast-moving obstacles from tunneling through collision systems in a mobile runner?

Stop fast obstacles from tunneling through collision systems by applying anti-tunneling safeguards within a deterministic fixed timestep loop. This ensures collision detection remains accurate even as the speed curve increases and obstacles move rapidly.

Can I add power-ups and revival systems to a beat-based endless runner?

You can add power-ups and revival systems to a beat-based endless runner. The system supports a flexible juice and FX layer for visual feedback, alongside near-miss scoring and power-up integration across multiple difficulty tiers.

Does this endless runner generation approach work for mobile JavaScript games?

Yes, this beat-based endless runner generation approach works for mobile JavaScript games. It includes performance guardrails and composable dashboards for tuning speed curves and difficulty tiers specifically designed for mobile deployment.