html-game-parallel-builder
Skill5 starsChanged 21 days agoMITView on GitHub
Use when the user requests a parallel multi-agent build or major workstream for a modular TypeScript browser game, including integrated serving, smoke testing, export, or Pages delivery.
In this repository47 other files it gives its agents.
- AGENTS.mdAGENTS.md
- CLAUDE.mdCLAUDE.md
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The file
Show its rules and text
We split this skill into the rules it gives an agent
17 rules. About 0 are common, 7 are distinctive, and 10 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈7
Distinctive · estimate
This author's own choices. Worth a look.
10
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 8
Use for a time-pressured, modular TypeScript browser-game build where multiple agents must author interacting modules and the live local …
- Very specific: line 16
Before contracts or dispatch, invoke game-design-expert to establish the shared design brief: intended experience, core actions and …
- Very specific: line 30
Read references/BATCH_DISPATCH.md before file assignment.
- Very specific: line 38
Default to a GitHub Pages-ready build in dist/.
- Very specific: line 56
Run Batch 1 sequentially, then Batches 2-4 in the ownership order from references/BATCH_DISPATCH.md.
- Very specific: line 58
After every batch, run the type-check and Playwright smoke described in references/SMOKE_AND_GOTCHAS.md.
- Very specific: line 62
After the final batch, run the full playthrough and use the proportional integrated-review and fix loop in references/STEP_DETAILS.md until …
- Distinctive: line 68
Never dispatch coding agents before contracts exist.
- Distinctive: line 69
Never define contracts or assignments before the shared design brief exists.
- Very specific: line 70
Never declare a batch green without the exact successful tsc --noEmit evidence and its required smoke result.
- Distinctive: line 72
Never skip a between-batch smoke or proceed past its failure.
- Very specific: line 73
Never locally redeclare a cross-module shape.
- Distinctive: line 75
Keep coding ownership exclusive.
- Distinctive: line 77
Keep every milestone, prerequisite, assessment, correction, and final acceptance executable by the manager and subagents without waiting …
- Distinctive: line 82
Do not blend build identities, weaken type safety with casts, or replace browser evidence with a claim that the game is green.
- Very specific: line 85
Read references/QUALITY_GUARDRAILS.md for the complete red flags and rationale.
- Very specific: line 95
Read the target repository's docs/FUN_VIBES_DESIGN_STYLE.md and docs/PLAYFUL_TRAINING_GAME_STYLE.md when present.
≈ “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
Web Game Parallel Build
Use for a time-pressured, modular TypeScript browser-game build where multiple agents must author interacting modules and the live local preview is the immediate target. It is not for a simple edit, server application, heavyweight multi-page build, or work where one agent can finish promptly. Parallelism cuts wall time only when contracts and integration gates remain intact.
Required routing
Before contracts or dispatch, invoke game-design-expert to establish the
shared design brief: intended experience, core actions and decisions, surprise
and progression, visual identity and visible consequence, cross-module
dependencies, and evidence. Keep that concise brief in the project's existing
planning documentation. It is the creative source for contracts, assignments,
and integrated review.
Also invoke delegate-manager-to-subagents for ownership and evidence
discipline, parallel-plan for lane sizing and ownership splits, and
typescript-engineer for all type design. Read the TypeScript skill's game
type, modular-type, strict-mode, and opaque-type references before defining
cross-module contracts. This skill owns browser-game orchestration, not
TypeScript design rules.
Read references/BATCH_DISPATCH.md before file assignment. It owns the A0-E layout, batch-specific prompt requirements, exclusive file ownership, and the type-design pause-and-route procedure. Use templates/agent_prompt_template.md for every coding assignment.
Build and release identity
Default to a GitHub Pages-ready build in dist/. Use a portable single-file
export in output_single_file/ only when explicitly requested. Keep the three paths
separate: run_web_server.sh serves the live preview,
build_github_pages.sh produces the Pages build, and
export_single_file.sh produces the optional portable artifact. Read
references/BUILD_ARTIFACTS.md for ownership,
starter-template parity, copied artifacts, and output constraints. Read
references/GITHUB_PAGES_DEPLOY.md only
when configuring or diagnosing deployment.
Control loop
- Establish the shared design brief without waiting for human input, define a
first playable slice, and write real shared contracts in
src/types/before any coding agent starts. The slice orders work; it does not reduce the requested game to a smaller final outcome. - Configure the supported scaffold and establish a clean
npx tsc --noEmit -p tsconfig.jsongate. - Run Batch 1 sequentially, then Batches 2-4 in the ownership order from references/BATCH_DISPATCH.md.
- After every batch, run the type-check and Playwright smoke described in references/SMOKE_AND_GOTCHAS.md. A failing check stops progression: repair the responsible module or contract, then rebuild and re-test.
- After the final batch, run the full playthrough and use the proportional integrated-review and fix loop in references/STEP_DETAILS.md until clean.
Load-bearing safeguards
- Never dispatch coding agents before contracts exist.
- Never define contracts or assignments before the shared design brief exists.
- Never declare a batch green without the exact successful
tsc --noEmitevidence and its required smoke result. - Never skip a between-batch smoke or proceed past its failure.
- Never locally redeclare a cross-module shape; route it to the contract owner
and
typescript-engineer. - Keep coding ownership exclusive. The manager writes no game code except the documented Batch 1 foundation boundary.
- Keep every milestone, prerequisite, assessment, correction, and final acceptance executable by the manager and subagents without waiting for a human. Scale independent assessment to the change's importance and uncertainty; do not add routine artwork bake-offs or extra reviewers for small, settled fixes.
- Do not blend build identities, weaken type safety with casts, or replace browser evidence with a claim that the game is green.
Read references/QUALITY_GUARDRAILS.md for the complete red flags and rationale; read references/SMOKE_AND_GOTCHAS.md when web platform behavior fails. Use references/STEP_DETAILS.md for conditional setup, scope, and repair detail. Definitions, naming, and capacity route respectively through references/DEFINITIONS.md, references/NAMING_GUARDRAILS.md, references/CAPACITY_AND_SIZING.md.
Read the target repository's docs/FUN_VIBES_DESIGN_STYLE.md and
docs/PLAYFUL_TRAINING_GAME_STYLE.md when present. Their canonical sources
live in starter-repo-template/templates/typescript/docs/; this skill bundles
neither guide. When absent, use game-design-expert and the shared brief.
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