forge-game
Skill2 starsChanged 6 days agoMITView on GitHub
Playbook for browser and Godot games: game loop, win/lose states (gebruik bij een spel).
1 other project uses a version of this, 1 of them edited.
Adopted by
Most recently taken up by
- ForgeyClap/claude-forgeedited, first seen Oct 11, 2026
Other versions1 project uses a version of this.
Word for word · 0
None found.
Edited · 1
- ForgeyClap/claude-forge★ 236% same
Wrote their own version · 0
None found.
How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.
In this repository99 other files it gives its agents.
- docs/AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
- brainstormingSkill
- claude-md-improverSkill
- dispatching-parallel-agentsSkill
- executing-plansSkill
- finishing-a-development-branchSkill
- forge-a11ySkill
- forge-agent-reportSkill
- forge-agentSkill
- forge-apiSkill
- forge-authSkill
- forge-autoresearchSkill
- forge-botsSkill
- forge-brainstormSkill
- forge-cliSkill
- forge-cmsSkill
- forge-code-reviewSkill
- forge-contextSkill
- forge-councilSkill
- forge-craftSkill
- forge-databaseSkill
- forge-dataSkill
- forge-debugSkill
- forge-deeplearnSkill
- forge-devopsSkill
- forge-docdriftSkill
- forge-doctorSkill
- forge-ecc-adapterSkill
- forge-ecommerceSkill
- forge-electronSkill
- forge-extensionSkill
- forge-figmaSkill
- forge-fullstackSkill
- forge-graded-verifySkill
- forge-guardianSkill
- forge-heartbeatSkill
- forge-i18n-docsSkill
- forge-intakeSkill
- forge-integrationSkill
- forge-long-form-writingSkill
- forge-mcp-clientsSkill
- forge-memorySkill
- forge-migrationSkill
- forge-mindmapSkill
- forge-mlopsSkill
- forge-mobileSkill
- forge-n8nSkill
- forge-nightshiftSkill
- forge-observabilitySkill
- forge-paymentsSkill
- forge-plan-largeSkill
- forge-prdSkill
- forge-predictionSkill
- forge-projectbrainSkill
- forge-prompt-coachSkill
- forge-qualitySkill
- forge-ragSkill
- forge-registrySkill
- forge-releaseSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
6 rules. About 0 are common, 5 are distinctive, and 1 is very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈5
Distinctive · estimate
This author's own choices. Worth a look.
1
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 11
Use for: browser and Godot games: a playable loop, no stuck states, viewport and input coverage, playtest evidence.
- Very specific: line 12
Not for: HUD/menus/responsive layout on their own (forge-website / ui-boss).
- Distinctive: line 17
No stuck / soft-lock states: No dead-end where the player can't progress or restart.
- Distinctive: line 19
Honor the dependency constraint: If the brief says vanilla / no-framework / zero-dependency, honor it — no CDN pulls, self-contained assets.
- Distinctive: line 21
Persistence works if promised: If save/load or high-scores are in scope, they actually persist and restore correctly across reloads.
- Distinctive: line 42
If a zero-dependency constraint was set, no external/CDN deps.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Forge playbook — Games (browser · Godot)
When to use
- Use for: browser and Godot games: a playable loop, no stuck states, viewport and input coverage, playtest evidence.
- Not for: HUD/menus/responsive layout on their own (
forge-website/ui-boss). - Domain framing, team roles and honesty rule:
references/overview.md.
Hard rules (non-negotiable)
- A genuinely playable loop. The core loop runs end-to-end: input → state update → render → feedback, reaching a win and a lose condition and a working restart.
- No stuck / soft-lock states. No dead-end where the player can't progress or restart; game-over and win are always reachable and recoverable; pause/resume works; input never stops responding.
- Cross-viewport + declared inputs. The canvas scales/letterboxes correctly at mobile and desktop sizes with no cut-off UI — or the game explicitly declares desktop-only.
- Honor the dependency constraint. If the brief says vanilla / no-framework / zero-dependency, honor it — no CDN pulls, self-contained assets.
- Runtime health.
- Persistence works if promised. If save/load or high-scores are in scope, they actually persist and restore correctly across reloads.
- Real playtest evidence. The loop is proven by actually playing it (or driving it via browser automation) with screenshots/recording showing win + lose + restart — evidence, never an assertion.
- No global input in tests. Drive a desktop game through its own window handle (PostMessage/SendMessage to its hwnd) or a built-in self-test flag, never global SendKeys/SendInput.
Full text of every rule: references/hard-rules.md.
Team (conditional)
Lead: build-boss (a game is implementation-heavy). Full roster: references/team-and-tools.md.
Skills / commands / MCP
Skills, commands, MCP and opt-in dependencies: references/team-and-tools.md.
Fan-out & flow
L2 for a single-mechanic browser game; L3 for a multi-level / multi-system game (physics + AI + save/load + audio). Serial: core loop (input→update→render) → win/lose/restart states → feedback/juice → cross-viewport + input coverage → playtest evidence. Parallel: independent systems (rendering ∥ input ∥ audio ∥ level data) and independent levels/assets — independent once the game-state contract is fixed (the state model is the contract).
Domain gates
- Core loop runs and completes: start → play → win AND lose → restart, all reachable; no soft-lock; pause/resume works.
- Canvas scales/letterboxes correctly at mobile + desktop sizes (or desktop-only is declared); every declared input method works.
- Zero console errors across a full session; stable frame rate via a delta-time loop (fixed timestep for physics); listeners/timers/audio cleaned up on restart (no leak, no double-fire).
- If a zero-dependency constraint was set, no external/CDN deps; self-contained (and CSP-safe if delivered as an artifact).
- Save/load / high-scores (if promised) persist and restore across reloads.
- Real playtest evidence attached (screenshots/recording of win + lose + restart) — not asserted.
Ship-readiness (unique)
Evidence checklist before handoff: references/ship-readiness.md.
Safety, approval and honesty
- Approval / safety: honour a zero-dependency constraint when set (no CDN pulls; CSP-safe as an artifact).
- Honest failure: never call a game playable without real evidence of win + lose + restart reached.
- Honest failure: no Godot toolchain: mark export and clean-run not-run.
- Shared gates for every playbook (honesty, owner approval, secrets, reviews):
.claude/docs/forge-reference/playbook-template.md.
References
references/overview.md— domain framing paragraph(s) from under the title.references/hard-rules.md— full text of every hard rule.references/team-and-tools.md— full team roster, skills, commands, MCP and opt-in runtimes.references/ship-readiness.md— full ship-readiness evidence checklist.references/frameworks.md— Phaser and PixiJS setup, scaling and lifecycle notes.
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