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nathanonnnathanonn/agent-skills/skills/webg-spec-to-goal/SKILL.md

webg-spec-to-goal

Skill22 starsChanged 5 months agoMITView on GitHub

Convert a web game idea (even a vague one like "build a Raiden-type game" or "make a card game") into a complete Codex /goal-ready Phaser 3 project — runnable scaffold, goals-plan.md, and all goal folders (GOAL.md + VERIFY.md + PROGRESS.md) generated at once. Auto-detects genre (shoot-em-up, card game, platformer, tower defense, puzzle), asks clarifying questions in focused batches, scaffolds a runnable TypeScript + Vite + Phaser 3 skeleton with state bridge for automated verification via Playwright, decomposes into 5-7 goals following a universal build order, and emits tailored /goal commands. Handles bullet hell, endless runner, match-3, solitaire, shmup, side-scroller, defense, and other genre variants. For browser-based 2D Phaser 3 games only — not 3D, multiplayer, RPGs, or non-browser platforms.

  • Installs packages

The file

Show its rules and text

We split this skill into the rules it gives an agent

33 rules. About 0 are common, 20 are distinctive, and 13 are very specific to this project.

  • ≈0

    Common · estimate

    Many files like this have a rule of this kind.

  • ≈20

    Distinctive · estimate

    This author's own choices. Worth a look.

  • 13

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Distinctive:

    Never write files until confidence is at 95%+.

    line 83
  2. Distinctive:

    Before asking the user anything, inspect the cwd.

    line 87
  3. Very specific:

    Read goals-plan.md to determine: genre, variant, highest goal number, state bridge state.

    line 113
  4. Very specific:

    Read src/state-bridge.ts to see current fields.

    line 114
  5. Distinctive:

    Read AGENTS.md for project conventions.

    line 115
  6. Very specific:

    If goals-plan.md doesn't exist but it's clearly a Phaser project made by this skill (has state-bridge.ts, goals/ folder), reconstruct the …

    line 118
  7. Very specific:

    Read the user's game description and auto-detect the genre.

    line 122
  8. Distinctive:

    If the description is ambiguous, present 2-3 candidate genres with reasoning and ask the user to pick.

    line 130
  9. Distinctive:

    If the description maps to an unsupported type (RPG, simulation, racing, 3D), stop immediately with a clear explanation of why it's out of …

    line 132
  10. Very specific:

    Use the AskUserQuestion tool when available.

    line 136
  11. Distinctive:

    After each round: "If I started writing files now, what could go wrong?" If "not much" → proceed.

    line 165
  12. Very specific:

    Always scaffold. This is mandatory (unlike WP/CLI skills where it's optional).

    line 181
  13. Distinctive:

    card-game / tower-defense / puzzle: no physics (or minimal arcade for drag-and-drop)

    line 239
  14. Very specific:

    Never overwrite existing files without explicit user confirmation.

    line 243
  15. Very specific:

    Write goals-plan.md at <slug>/goals-plan.md.

    line 247
  16. Distinctive:

    Every game follows this progression (some goals may be merged for simple games):

    line 251
  17. Very specific:

    Read these reference files when generating.

    line 281
  18. Distinctive:

    Every GOAL.md contains these sections:

    line 285
  19. Very specific:

    Leave audit evidence cells empty — /goal fills those at completion time.

    line 304
  20. Very specific:

    If a section doesn't apply, write Not applicable.

    line 305
  21. Very specific:

    Before writing, scan for any remaining {{ — fix before emitting.

    line 308
  22. Distinctive:

    Goals 00-04: use placeholder assets (colored rectangles, simple shapes).

    line 312
  23. Distinctive:

    Use magenta (#FF00FF) background for sprites that need transparency

    line 314
  24. Distinctive:

    Remove magenta via chromakey after generation

    line 315
  25. Distinctive:

    Every VERIFY.md uses a three-tier system:

    line 322
  26. Distinctive:

    Regression rule: every goal's VERIFY.md includes "Run all previous goals' tests — they must still pass."

    line 332
  27. Distinctive:

    No Docker, no container filesystem, no external services.

    line 340
  28. Distinctive:

    After writing all files, print:

    line 344
  29. Distinctive:

    When the user explicitly says they want to extend an existing game:

    line 418
  30. Distinctive:

    Read these files to understand current state:

    line 422
  31. Very specific:

    Read the existing goals-plan.md

    line 442
  32. Distinctive:

    If QC checkpoint is included, it's always the last goal in the new sequence

    line 447
  33. Distinctive:

    Only generate goal folders for the new goals

    line 451

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

webg-spec-to-goal — Vague Game Idea → Complete Codex /goal Project

Turn a rough web game idea into a runnable Phaser 3 project scaffold plus every goal folder Codex /goal needs to build it autonomously:

my-game/
├── AGENTS.md
├── goals-plan.md
├── goals/
│   ├── 00-foundation/    GOAL.md  VERIFY.md  PROGRESS.md
│   ├── 01-core-mechanic/ GOAL.md  VERIFY.md  PROGRESS.md
│   ├── ...
│   └── NN-polish/        GOAL.md  VERIFY.md  PROGRESS.md
├── src/                  runnable game skeleton
├── tests/                Playwright config + helpers
└── public/               assets directories

Games naturally decompose into 5-8 goals following a universal build order. This skill generates all goals at once — no checkpoint between plan and generation.

Extend mode: This skill also supports extending an existing game with new features. When the user explicitly states they want to extend an existing game, the skill reads the current project state and generates additional goals that continue the sequence.

Why this skill exists

Games have a predictable build order: scaffold → core mechanic → enemies/content → progression → UI → polish. This skill exploits that pattern to collapse the entire "idea → goal bundle" pipeline into one conversation that:

  • auto-detects genre from the description and tailors everything to it
  • asks 2-3 rounds of clarifying questions (each with options + recommendation)
  • writes a runnable scaffold (boots to a blank Phaser scene out of the box)
  • generates all goal folders at once with genre-aware decomposition
  • bakes in state bridge verification (window.__GAME_STATE__ + Playwright)

Genre system

Five base genres, each with known variants:

GenreVariantsPhysicsKey Data Structures
shoot-em-upbullet hell, shmup, Raiden-type, vertical/horizontal shooterArcadebullet pools, wave spawners, hitboxes
card-gamesolitaire, matching, deck-builder, poker variantNonedeck, hand, discard pile, card state
platformerendless runner, side-scroller, precision platformerArcadetilemap, player body, collectibles
tower-defenselane defense, creep wave, placement strategyNone (path-based)tower registry, enemy path, wave queue
puzzlematch-3, sliding, Tetris-type, word gameNone or Arcadegrid state, match detection, gravity

Variant mapping: Map the user's description to a base genre. "Bullet hell" → shoot-em-up. "Endless runner" → platformer. "Match-3" → puzzle. "Solitaire" → card-game. Confirm with the user.

Unsupported types — hard stop:

  • RPG / JRPG (content-heavy, dialogue trees, save systems)
  • Simulation (open-ended state)
  • Racing (continuous physics, track design)
  • 3D games (Phaser is 2D only)

Genre determines: Phaser physics config, data structures in scaffold, goal decomposition order, state bridge fields, and verification patterns in every VERIFY.md.

Core flow — 7 steps

New game mode (default)

  1. Probe — inspect cwd for existing projects, conflicts, or extend intent.
  2. Classify — auto-detect genre from description, ask user to confirm.
  3. Ask — 2-3 rounds of clarifying questions (max 3 rounds).
  4. Scaffold — write runnable game skeleton.
  5. Plan — write goals-plan.md with goal sequence.
  6. Write — generate all goal folders at once (including QC checkpoint as the final goal).
  7. Hand off — print file paths + /goal commands.

Extend mode (user explicitly states intent)

  1. Probe — detect existing project, read goals-plan.md + state bridge to understand current state.
  2. Classify — identify what genre the existing project is (from its goals-plan.md or AGENTS.md).
  3. Ask — 1-2 rounds: what features to add, scope, whether to include QC checkpoint.
  4. (Skip scaffold — project already exists.)
  5. Plan — append new goals to existing goals-plan.md.
  6. Write — generate new goal folders only (continuing goal numbering from highest existing).
  7. Hand off — print new file paths + /goal commands for the new goals only.

Never write files until confidence is at 95%+.

Step 1 — Probe

Before asking the user anything, inspect the cwd.

SignalWhat it tells us
package.jsonExisting project — check for Phaser in deps
package.json → Phaser 3 in depsExisting Phaser project → check if extend mode
tsconfig.jsonTypeScript already configured
vite.config.*Build tool already in place
src/ with Phaser importsExisting game code → check if extend mode
goals/ folderPrevious goal runs; check for slug collision
goals-plan.mdExisting roadmap → strong signal for extend mode
AGENTS.mdExisting conventions to respect
.gitignoreCheck coverage for node_modules, dist/
index.htmlExisting entry point
tests/ with PlaywrightTest infra already in place

New game mode

Existing Phaser project detected AND user did NOT express extend intent? Stop. Print:

This directory already contains a Phaser project. Would you like to extend it with new features (extend mode), or should we scaffold a new game in a different directory?

Extend mode detection

The user explicitly states they want to extend an existing game (e.g., "add a boss fight to my shmup", "extend the game with a new level", "add power-ups to the existing game"). When this happens:

  1. Read goals-plan.md to determine: genre, variant, highest goal number, state bridge state.
  2. Read src/state-bridge.ts to see current fields.
  3. Read AGENTS.md for project conventions.
  4. Note the highest existing goal number (e.g., 08) — new goals start at N+1.

If goals-plan.md doesn't exist but it's clearly a Phaser project made by this skill (has state-bridge.ts, goals/ folder), reconstruct the context from the goal folders.

Step 2 — Classify

Read the user's game description and auto-detect the genre. The variant mapping table in references/genre-templates.md has the full mapping. Quick process:

  1. Scan for genre keywords (see genre table above).
  2. Map variants to base genre.
  3. Present the detection to the user for confirmation:

Based on your description, this sounds like a shoot-em-up (Raiden-type vertical shooter). Is that right, or should I classify it differently?

If the description is ambiguous, present 2-3 candidate genres with reasoning and ask the user to pick.

If the description maps to an unsupported type (RPG, simulation, racing, 3D), stop immediately with a clear explanation of why it's out of scope.

Step 3 — Ask clarifying questions

Use the AskUserQuestion tool when available. Fall back to natural-language Q&A with the same shape: 2-4 questions per round, recommended option first and labeled (Recommended), plus a one-line reason.

Aim for 2-3 rounds. Max 3 rounds. Skip questions already answered by the spec or probe.

Round 1 — Identity + Resolution

  • Game name / slug: Suggest kebab-case from the game description (e.g., "space-raiders"). Must be a valid npm package name and directory name.
  • Resolution: 800x600 (Recommended — standard 4:3, works on most screens) / 1024x768 / 960x540 (16:9) / Custom.
  • Confirm genre: "I detected [genre]. Correct? If not, which genre fits better?"

Round 2 — Mechanics + Scope

  • Acceptance criteria: Draft 4-6 AC bullets from the spec, then ask the user to confirm, edit, or add. Don't make them write ACs from scratch.
  • Out of scope: Suggest boundaries (multiplayer, mobile-specific controls, save/load, procedural generation, online leaderboards).
  • Genre-specific mechanics: Tailor to the genre:
    • shoot-em-up: weapon types, power-up system, boss fights?
    • card-game: hand size, draw rules, win condition?
    • platformer: jump physics, wall-jump, double-jump?
    • tower-defense: tower types, upgrade tiers, enemy variety?
    • puzzle: grid size, match rules, scoring?

Round 3 — Art + Audio + Optional Goals

  • Art style: Pixel art (Recommended for most games — clear at small sizes, fast to generate) / Flat vector / Painted / Placeholder-only (colored rectangles).
  • Audio: Include sound effects + music goal (Recommended) / Skip audio entirely.
  • Optional goals: Any extra goals beyond the standard decomposition? (e.g., "add a tutorial level", "add screen shake effects").

Confidence check after each round

After each round: "If I started writing files now, what could go wrong?" If "not much" → proceed. If meaningful unknowns → ask one more focused round. If 3 rounds done and still under 95% → tell the user rather than guessing.

Recommendation heuristics

AreaHeuristic
Name/slugKebab-case from game description; short and memorable
Resolution800x600 unless user specifies widescreen or mobile
GenreTrust the variant mapping; ask only when ambiguous
ScopeNarrowest scope that achieves the spec. Out-of-scope wins ties
Art stylePixel art default — fast to generate, scales cleanly
Goal count5-7 goals; fewer for simple games, more for complex ones
MechanicsGenre defaults first; only add mechanics the user explicitly mentions

Step 4 — Scaffold

Always scaffold. This is mandatory (unlike WP/CLI skills where it's optional). Templates live in references/scaffold-templates.md (file contents) and references/agents-template.md (AGENTS.md content). Read both when scaffolding.

Generated file tree

<slug>/
├── index.html              Vite entry, mounts #game-container
├── package.json            phaser@3, typescript, vite, playwright
├── tsconfig.json           strict, es2022, DOM lib
├── vite.config.ts          dev server on port 8080
├── .gitignore              node_modules, dist/, test-results/
├── AGENTS.md               stack + Phaser conventions + state bridge docs
├── public/
│   ├── style.css           minimal reset, #game-container centered
│   └── assets/
│       ├── images/         sprite sheets, backgrounds
│       ├── audio/          sfx, music
│       └── data/           level JSON, wave definitions
├── src/
│   ├── main.ts             Vite entry → creates Phaser.Game
│   ├── state-bridge.ts     exposes window.__GAME_STATE__ for Playwright
│   └── game/
│       ├── main.ts         Phaser.Types.Core.GameConfig (genre-aware physics)
│       ├── configs/
│       │   └── constants.ts  resolution, colors, physics tuning
│       └── scenes/
│           ├── BootScene.ts      asset loading + progress bar
│           ├── MenuScene.ts      title screen + "Press Start"
│           ├── GameScene.ts      main gameplay (empty shell)
│           └── GameOverScene.ts  score display + restart
└── tests/
    ├── playwright.config.ts  baseURL: localhost:8080, webServer config
    └── game/
        ├── helpers.ts        waitForGameState(), getState() utilities
        └── boot.spec.ts      verifies game boots + scenes registered

State bridge

The state bridge is the key verification mechanism. src/state-bridge.ts exposes a typed window.__GAME_STATE__ object that Playwright tests read via page.evaluate().

Base fields (always present):

interface GameState {
  scene: string;       // current active scene key
  ready: boolean;      // true after BootScene completes
  score: number;
  gameOver: boolean;
}

Genre-specific fields are added by each goal (documented in the goal's "State Bridge Additions" section).

Genre-aware physics config

The scaffold sets the Phaser physics config based on genre:

  • shoot-em-up / platformer: arcade physics, gravity per genre (0 for shmup, tuned for platformer)
  • card-game / tower-defense / puzzle: no physics (or minimal arcade for drag-and-drop)

Collision handling

Never overwrite existing files without explicit user confirmation. If <slug>/ already exists as a directory, stop and ask.

Step 5 — Plan

Write goals-plan.md at <slug>/goals-plan.md. Template lives in references/goals-plan-template.md. Read it when generating. This is the master roadmap.

Universal build order

Every game follows this progression (some goals may be merged for simple games):

#GoalPurpose
00FoundationVerify scaffold boots, customize constants, confirm state bridge works
01Core MechanicThe one thing that makes this game this game (shooting, card play, jumping, placing towers, matching)
02Enemies / ContentOpposition or challenge content (enemy waves, card decks, level layouts, creep waves, puzzle boards)
03ProgressionScoring, levels, difficulty curve, win/lose conditions
04UI / HUDHealth bars, score display, menus, pause screen
05PolishArt assets via $imagegen, sound effects, screen shake, particles, juice
06(Optional) BonusTutorial, extra levels, achievements — only if user requested
NNQC CheckpointFinal validation — gameplay loop cohesion, state bridge regression, difficulty balance, integration test

Goal 00 is always lightweight: verify the scaffold boots, tweak constants, confirm the state bridge reports correctly. The real work starts at Goal 01.

QC Checkpoint is always the last goal (whatever number that ends up being). It validates the entire game as a cohesive experience: complete gameplay loop, clean restarts, state bridge correctness, and difficulty balance. Template lives in references/qc-checkpoint-template.md.

The plan file includes: goal number, goal name, 1-2 line description, key ACs for that goal, and dependencies.

Step 6 — Write all goal folders

Generate all goal folders at once under <slug>/goals/. Each folder contains GOAL.md + VERIFY.md + PROGRESS.md.

Templates live in:

  • references/goal-template.md — full GOAL.md template (13 sections)
  • references/verify-template.md — full VERIFY.md template (tiered verification)
  • references/progress-template.md — initial PROGRESS.md skeleton
  • references/genre-templates.md — per-genre goal decomposition sequences, ACs, state bridge fields, and variant mappings
  • references/qc-checkpoint-template.md — QC checkpoint goal (always last)

Read these reference files when generating. Substitute placeholders with everything confirmed in Steps 2-3. Use references/genre-templates.md to determine the goal sequence, ACs, and state bridge fields for the detected genre. Always generate the QC checkpoint as the final goal (use references/qc-checkpoint-template.md).

GOAL.md — 13 sections

Every GOAL.md contains these sections:

  1. Objective — one-paragraph summary of what this goal achieves.
  2. Genre & Physics Config — genre name, physics system, relevant Phaser config.
  3. Scope — in-scope and out-of-scope bullets.
  4. Depends On — which previous goals must be complete.
  5. Allowed Files — explicit list of files this goal may create or modify.
  6. Scene Architecture — which scenes this goal touches and how.
  7. Game Systems — classes, managers, or patterns to implement.
  8. State Bridge Additions — new fields to add to window.__GAME_STATE__.
  9. Acceptance Criteria — numbered AC list (AC-XX.1, AC-XX.2, ...).
  10. Asset Requirements — sprites, sounds, data files needed (placeholders OK for non-Polish goals).
  11. Definition of Done — checklist including "all previous tests still pass."
  12. Completion Audit Checklist — table mapping each AC to evidence.
  13. Stop Conditions — when to stop and ask instead of guessing.

Filling rules

  • Replace every {{placeholder}} with concrete values. Never leave one in.
  • Leave audit evidence cells empty — /goal fills those at completion time.
  • If a section doesn't apply, write Not applicable. plus a one-line reason. Don't delete the section.
  • Give every AC a stable ID: AC-00.1, AC-01.1, AC-01.2, etc.
  • Match the user's stated scope literally.
  • Before writing, scan for any remaining {{ — fix before emitting.

Art strategy — hybrid

  • Goals 00-04: use placeholder assets (colored rectangles, simple shapes). Note in each goal's Asset Requirements: "Placeholder OK — final art ships in Polish goal."
  • Goal 05 (Polish): consolidated art goal. Include general $imagegen guidelines:
    • Use magenta (#FF00FF) background for sprites that need transparency
    • Remove magenta via chromakey after generation
    • Generate at 2x target resolution for downscale quality
    • Specify art style consistent with Round 3 answer (pixel art / flat vector / painted)
  • AGENTS.md also documents the art pipeline so /goal knows the convention.

Verification — tiered

Every VERIFY.md uses a three-tier system:

TierLabelMethodRequired?
MUSTAutomatedState bridge assertions via page.evaluate() in PlaywrightYes — goal fails without these
SHOULDScreenshotpage.screenshot() for human reviewYes — but human judges pass/fail
NICEEdge casePolish and edge-case checksNo — bonus quality

Each VERIFY.md describes the test scenarios. /goal writes the actual .spec.ts files in tests/game/.

Regression rule: every goal's VERIFY.md includes "Run all previous goals' tests — they must still pass."

Sandbox rule

The dev server runs on localhost:8080. Playwright connects to it. If the harness sandboxes shell access, it needs:

  • localhost:8080 for the Vite dev server
  • Network access for npm install (one-time)

No Docker, no container filesystem, no external services.

Step 7 — Hand off

After writing all files, print:

Scaffolded:
  <slug>/index.html
  <slug>/package.json
  <slug>/tsconfig.json
  <slug>/vite.config.ts
  <slug>/.gitignore
  <slug>/AGENTS.md
  <slug>/public/style.css
  <slug>/public/assets/{images,audio,data}/
  <slug>/src/main.ts
  <slug>/src/state-bridge.ts
  <slug>/src/game/main.ts
  <slug>/src/game/configs/constants.ts
  <slug>/src/game/scenes/{Boot,Menu,Game,GameOver}Scene.ts
  <slug>/tests/playwright.config.ts
  <slug>/tests/game/helpers.ts
  <slug>/tests/game/boot.spec.ts

Goals plan:
  <slug>/goals-plan.md

Goal folders:
  <slug>/goals/00-foundation/   GOAL.md  VERIFY.md  PROGRESS.md
  <slug>/goals/01-core-mechanic/ GOAL.md  VERIFY.md  PROGRESS.md
  ...
  <slug>/goals/NN-polish/       GOAL.md  VERIFY.md  PROGRESS.md

To run goals sequentially with Codex /goal:
  /goal Complete <slug>/goals/00-foundation/GOAL.md. Use VERIFY.md as the verification contract. Update PROGRESS.md continuously. Treat uncertainty as incomplete.

  (after each goal completes, run the next:)
  /goal Complete <slug>/goals/01-core-mechanic/GOAL.md. Use VERIFY.md as ...

How to run:
  1. cd <slug> && npm install
  2. npm run dev              # boots game at localhost:8080
  3. npm test                 # runs Playwright tests
  4. Open Codex and paste the first /goal command.
  5. Review changes via `git diff` before committing.

Stop conditions

Hard stops — refuse and explain

ConditionReason
Multiplayer / networked gameplayRequires server infrastructure, netcode, latency handling
3D game (Three.js, Babylon, etc.)Phaser is 2D only
Non-browser platform (mobile app, desktop exe)Skill targets browser-only Phaser 3
Content-heavy RPG (dialogue, quests, save system)Too many interlocking systems for goal decomposition

Soft stops — warn and offer alternatives

ConditionResponse
Unsupported genre variantExplain which genres are supported; ask user to reframe
Very complex (>10 distinct mechanics)Suggest trimming to MVP; offer to scope-cut
Mobile-only (touch controls, portrait mode)Warn about Phaser mobile performance; proceed if user confirms
Phaser 4 / other engine requestedThis skill targets Phaser 3; suggest manual setup for other engines

Standard stops — ask instead of guessing

ConditionAction
Slug collision with existing directoryAsk user to rename or confirm overwrite
>3 question rounds and confidence < 95%Tell user the spec needs more detail
Probe contradicts spec (e.g., existing Phaser project)Surface the conflict; ask user to clarify

Extend mode — detailed behavior

When the user explicitly says they want to extend an existing game:

Step 1 (Probe) — Read existing project

Read these files to understand current state:

  • goals-plan.md — genre, variant, goal count, state bridge growth
  • src/state-bridge.ts — current GameState interface fields
  • AGENTS.md — project conventions
  • goals/ folder listing — highest goal number

Step 3 (Ask) — Extend-specific questions

Round 1:

  • What to add: "What features or content do you want to add?" (draft suggestions based on the genre's Optional Goals in references/genre-templates.md)
  • Scope: "How large is this extension?" (1-2 new goals / 3-5 new goals / 6+ new goals)

Round 2 (if 3+ new goals):

  • QC checkpoint: "Since this extension adds 3+ goals, I recommend including a QC checkpoint as the final goal to validate everything integrates well. Include it?" (Yes, include QC checkpoint (Recommended) / No, skip it)

For extensions with <3 new goals, mention QC is available but default to skipping:

"This is a small extension (1-2 goals). I'll skip the QC checkpoint by default — let me know if you'd like to include it anyway."

Step 5 (Plan) — Append to existing plan

  • Read the existing goals-plan.md
  • Determine highest goal number (e.g., 08 if QC checkpoint was 08)
  • New goals continue from N+1 (e.g., 09, 10, 11...)
  • Append new goal rows to the Goal Sequence table
  • Append new state bridge fields to the State Bridge Growth table
  • If QC checkpoint is included, it's always the last goal in the new sequence

Step 6 (Write) — New folders only

  • Only generate goal folders for the new goals
  • AC IDs continue the sequence: if last existing AC was AC-08.7, new goals start at AC-09.1
  • State bridge additions build on the current cumulative state
  • Dependencies reference the last existing goal (or a specific existing goal if relevant)

Step 7 (Hand off) — New goals only

Print only the new goal folders and /goal commands. Don't re-list existing files.

What this skill does not do

  • It does not implement the game. That's /goal's job.
  • It does not run tests. That's /goal's job.
  • It does not work for 3D games, multiplayer games, or non-browser platforms.
  • It does not work for non-Phaser engines (Unity, Godot, Pixi.js, etc.).
  • It does not generate actual art assets. It sets up the pipeline for /goal to use $imagegen.
  • It does not fix bugs. For bug fixes, use /goal directly.
  • It does not handle deployment (hosting, CDN, itch.io upload). That's post-goal work.

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