side-scroller
Skill2 starsChanged 49 days agoApache-2.0View on GitHub
Entry point for a 2D side-scrolling game slice — parallax background layers, a playable level built from the platformer curve, the sprite set, and a playable HTML prototype when a runtime is available. Use when the user says "side-scroller", "2D platformer", "Metroidvania", "run and gun", "horizontal level".
In this repository74 other files it gives its agents.
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- film-dialogue-voiceoverSkill
- film-directionSkill
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- film-generate-reviewSkill
- film-locationSkill
- film-pipelineSkill
- film-prop-sheetSkill
- film-screen-captureSkill
- film-scriptSkill
- film-shot-promptSkill
- film-storySkill
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- worldview-gameplay-video-analysisSkill
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- worldview-game-evidence-based-entity-identificationSkill
- worldview-game-horror-experience-rhythmSkill
- worldview-game-horror-mundane-routine-corruptionSkill
- worldview-game-horror-procedural-duty-and-incidentSkill
- worldview-game-horror-returning-place-escalationSkill
- worldview-game-horror-role-and-identity-pressureSkill
- worldview-game-key-item-backtrackingSkill
- worldview-game-limited-save-riskSkill
- worldview-game-lure-hide-escapeSkill
- worldview-game-observation-gated-stalkerSkill
- worldview-game-perception-distortion-and-trustSkill
- worldview-game-relief-resource-with-hidden-costSkill
- worldview-game-restore-power-under-pressureSkill
- worldview-game-roaming-stalker-pressureSkill
- worldview-game-safe-room-pressure-resetSkill
- worldview-game-scarce-inventory-triageSkill
- The first 60 shown.
The file
Files
Side-Scroller
Ship a playable slice of a 2D game, not a mood board.
What the user gets
| Deliverable | Format |
| Parallax set | 3–5 background layers per biome, seamless horizontally, from one locked plate |
| Level | designed via platformer-level, expressed as a tile map |
| Sprites | via pixel-art-sprite (or a painted 2D style card if the project is not pixel) |
| Prototype | HTML5 (Phaser/Kaplay or plain canvas) with movement, one hazard type, one collectible, a checkpoint |
| Trailer (optional) | 15–30 s video of the slice, camera following the player |
Rules this entry enforces
- Parallax from one plate. The far, mid and near layers are cut and extended from a single locked environment plate so the biome reads as one place.
- Horizontal seamlessness verified. Each layer is tiled 3× before locking.
- Movement numbers from
platformer-level. Jump height, dash length and coyote time are the same numbers in the design doc and the prototype. - One vertical slice. One biome, one enemy type, one hazard, one collectible, one checkpoint. Breadth comes after the slice feels right.
- Style card governs everything. Sprites, tiles, UI and parallax share the palette and outline rule.
Example
Biome: Rib Street (bone-brick ground, rib arches, lanterns, teal fog)
Parallax: far ribs (0.2×) · mid buildings (0.5×) · near lanterns (0.8×) ·
fog overlay (1.1×, additive)
Level: platformer-level rooms R1–R6, exported as a 16-px tile map
Sprites: knight-cartographer set + bone-runner enemy + compass collectible
Prototype: Kaplay, WASD + space, one crumble-floor hazard, checkpoint at R5Related entries
platformer-level— the level designpixel-art-sprite— the spritesenvironment-scene— the plate the parallax is cut from
Does it work?
Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.
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- It worked
- Partly
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
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Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

