Agent skill

Tinyworld Visual QA

by jasonkneen in jasonkneen/tiny-world-builder

A skill your agent uses when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.

AGPL-3.0Auto-check passedTesting & QA

Install Tinyworld Visual QA

skills CLI
$ npx skills add jasonkneen/tiny-world-builder --skill tinyworld-visual-qa -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install jasonkneen/tiny-world-builder tinyworld-visual-qa --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/jasonkneen/tiny-world-builder.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.codex/skills/tinyworld-visual-qa .claude/skills/tinyworld-visual-qa && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
tinyworld-visual-qa
GitHub stars
1.6k
Token cost
~1.6k tokens
SKILL.md length
786 words
Files
2
Skills in repo
29
Repo updated
First seen
Licence
AGPL-3.0

At a glance

A skill your agent uses when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.

  • Visually testing Tiny World Builder UI
  • Calls npx
  • Frontend polish in the browser

What it does

Tinyworld Visual QA is an agent skill from jasonkneen/tiny-world-builder. Use when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.

Its SKILL.md is about 1.6k tokens, which your agent loads only when the skill is triggered. The skill folder holds 2 other files (for example `agents/openai.yaml`).

It sits in Testing & QA, covering Visual regression testing. The licence is AGPL-3.0.

When your agent uses it

  • Visually testing Tiny World Builder UI
  • Frontend polish in the browser

Example prompts

  • “/tinyworld-visual-qa”

Requirements

  • Node.js

What it can do on your machine

Read from SKILL.md and the folder at commit 90bc6f3. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    Shell commands in SKILL.md call:

    • npx

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md. Its commands use npx, which can reach the network depending on how they are called.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Tinyworld Visual QA loads about 1.6k tokens when it runs. Until then it costs about 38 tokens; SKILL.md has 786 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~38
When it runs · the whole SKILL.md, loaded when a task matches
~1.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from jasonkneen/tiny-world-builder at commit 90bc6f3, republished under its AGPL-3.0 licence (© jasonkneen). 786 words, ~1,570 tokens.

Download SKILL.mdSave it as .claude/skills/tinyworld-visual-qa/SKILL.md (or your agent's skills folder). This skill also uses 1 other file; get the full folder from GitHub.
name
tinyworld-visual-qa
description
Use when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.

Tiny World Visual QA

Use the browser route http://localhost:3000/tiny-world-builder when available. For Worlds screen/API QA, run the local build first and launch through Netlify on 8888:

sh
./publish.sh
npx --yes netlify dev --dir dist --functions netlify/functions --port 8888 --staticServerPort 3998

Worlds cards should use real /api/worlds preview data. Do not invent seeded or hardcoded island layouts in the client; the 2D isometric renderer may draw the default grass base for the world grid, then overlay only API-provided terrain / object tuples.

Checks:

  • Console has no app errors.
  • Toolbar shortcuts still work: 0, 1-9, letter tools, E.
  • Left-click places only on the editable home board.
  • Right-drag and Space+drag pan smoothly.
  • Dragging/clicking the minimap canvas pans the camera target while dragging the minimap chrome/footer still moves the widget.
  • Minimap colours should track live scene materials plus time/weather theme tint, not a stale fixed palette.
  • Tinyverse world-map orientation must match the synced island view and card previews. The room minimap uses direct grid coordinates (x * CELL, z * CELL) for drawing and the same direct inverse for clicks; do not rotate or mirror it to chase a camera angle.
  • Tinyverse world picker is a carousel overlay, not an in-world board or a flat admin grid. It must use real /api/worlds preview data, keep legacy multi-gate data collapsed to the single center world-selection stargate, and keep search/filter/arrow/dot navigation reachable on desktop and mobile.
  • New-world reveal QA: the collectible island card and the step-through guide should read as separate surfaces; Common rarity should be silent; Uncommon+ uses a restrained rarity border treatment; resource highlights should render as small labeled stat pins, not large unexplained rings over whole tiles.
  • Multiplayer avatar name tags should stay a fixed on-screen size while zooming in perspective or orthographic camera modes.
  • Orbit still works with normal left-drag.
  • Ghost boards do not become editable.
  • The opacity torch is smooth and does not reveal square board seams.
  • Tilt-shift overlays have pointer-events: none, stay below UI controls, and remain visible during pan/orbit/zoom movement.
  • Cloud shadow at 0% / low values should reduce ground shadow strength without hiding visible cloud puffs.
  • At night/dusk, the star vault should appear behind the world without covering objects or UI, cloud rim lighting should warm cloud edges, and accent lights should brighten nearby foreground objects without adding shadow-map cost.
  • The brand WAVE countdown should sit in the brand stack below the wordmark, never fixed over the logo, and body.ui-theme-dark should give it the same dark pill surface/text treatment as the rest of the top chrome.
  • Lamp/spotlight stamps should show a blurred warm haze plus a ground spill at night. The spotlight spill must be narrow at the fixture and wider/fainter in front of it; window spill decals should not render through buildings or lose their additive material during fade/reveal.
  • Blast shield QA: open ?shield=1, confirm window.VoxelShield exposes the supplied class/API names, has 4 keystones and 32 panels, blue rune faces point outward, open() / close() / toggle() / setProgress() work, and the bottom toolbar Home and Shield buttons sit side by side with Shield reflecting raised/lowered state.
  • Garden Fence should be selectable from the Infra group, render with dark posts/vine/fruit accents, persist through export/import, and batch contiguous same-style runs as one span anchor.
  • Building details should be believable: manor portico columns stay entry-scale, windows have frames/crossbars, and tall buildings do not stretch entry features unrealistically.
  • Toolbar flyouts should sit clear of the toolbar (about 10px), avoid vertical clipping, and reduce empty thumbnail air via camera/frustum framing rather than negative CSS margins inside scrollable flyout containers.
  • The Stamps panel should open as a compact floating canvas panel, stay open while placing items, drag by its header, avoid AI/create/enhance controls, and keep darker thumbnail previews readable.
  • Dialog titles should use the shared Fraunces .modal-head strong treatment, with explanatory body copy in .modal-copy / .confirm-copy and readable darker muted text.
  • Selection preview in the floating agent panel should show useful property chips for the primary selected kind. Supported properties (e.g. tower Top/Body colour, building Shape, Size) should apply immediately through setCell; unsupported creative edits can fall back to prompts.
  • Selection preview must render the same object/stamp factory as the world view. Voxel-build/custom objects should not fall back to a generic blue cube.
  • Selection preview markup and wiring must stay connected: selection-preview-canvas, selection-preview-actions, and the Preview/Details tabs should exist in the panel, and renderSelection() should call updateSelectionPreview() as the selected target changes.
  • Selection colour controls should offer a broad palette for supported object parts, not just 3-4 legacy swatches.
  • Planet-underlay visual proof should use deterministic proof URLs such as http://localhost:3000/tiny-world-builder?planet=desert&planetStyle=lowpoly&planetDrop=60&seed=skytest&planetProof=1 and http://localhost:3000/tiny-world-builder?planet=desert&planetStyle=realistic&planetDrop=60&seed=skytest&planetProof=1: they hide non-canvas chrome, dismiss the welcome modal, widen the perspective camera, apply the underlay horizon haze and between-layer atmosphere sheets, and leave a small proof badge. Prefer this over judging one-shot screenshots where normal UI panels or default camera framing obscure the underlay.
Show full SKILL.md (3 more words)Show less

Useful browser probes:

js
pickTile(window.innerWidth / 2, window.innerHeight / 2)
js
getComputedStyle(document.body, '::before').pointerEvents
getComputedStyle(document.body, '::after').pointerEvents

© jasonkneen, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

SKILL.md and 1 other file in .codex/skills/tinyworld-visual-qa of jasonkneen/tiny-world-builder.

  • SKILL.md
  • agents/openai.yaml

Open the folder on GitHubat commit 90bc6f3

Compare with similar skills

Tinyworld Visual QA next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

Tinyworld Visual QA compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Tinyworld Visual QA this skilljasonkneen/tiny-world-builder1.6k—~1.6kAutomated safety check: PassAGPL-3.0
Review Local UI Screenshotsxiaocang/easydict_win32101—~1.1kAutomated safety check: PassGPL-3.0
Handsontable Visual Test Demoshandsontable/handsontable22k—~1.3kAutomated safety check: PassCustom licence
Kc Screenshotimran31415/kube-coder388—~870Automated safety check: NotesMIT
Visual QAliangdabiao/Godogen127—~1.4kAutomated safety check: PassMIT
Meticulous FixFlintSH/Flare135—~2.3kAutomated safety check: PassMIT

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Categories

Questions about Tinyworld Visual QA

What does Tinyworld Visual QA do?

A skill your agent uses when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser. Tinyworld Visual QA is an agent skill from jasonkneen/tiny-world-builder. Use when visually testing Tiny World Builder UI, camera, ghost opacity, buildings, tile geometry, or frontend polish in the browser.

When should I use Tinyworld Visual QA?

Tinyworld Visual QA fits situations like: visually testing Tiny World Builder UI; frontend polish in the browser.

How do I install Tinyworld Visual QA in Claude Code?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-visual-qa -a claude-code`. Or copy the skill folder (.codex/skills/tinyworld-visual-qa in jasonkneen/tiny-world-builder) into .claude/skills/tinyworld-visual-qa in your project. Claude Code loads it when a task matches its description.

How do I install Tinyworld Visual QA in Codex?

Run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-visual-qa -a codex`. Or copy the skill folder (.codex/skills/tinyworld-visual-qa in jasonkneen/tiny-world-builder) into .agents/skills/tinyworld-visual-qa in your project. Codex loads it when a task matches its description.

Can I use Tinyworld Visual QA in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add jasonkneen/tiny-world-builder --skill tinyworld-visual-qa -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/tinyworld-visual-qa, .gemini/skills/tinyworld-visual-qa, .github/skills/tinyworld-visual-qa and .opencode/skills/tinyworld-visual-qa in your project.

What does Tinyworld Visual QA need to run?

Going by SKILL.md and its folder, Tinyworld Visual QA needs the command-line tools its instructions call (npx). Our summary lists: Node.js.

Does Tinyworld Visual QA access the network?

SKILL.md contains no URLs. Its commands use npx, which can reach the network depending on how they are called. This is read from the text; nothing was executed.

Is Tinyworld Visual QA safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Tinyworld Visual QA use?

Tinyworld Visual QA is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Tinyworld Visual QA use?

About 1.6k tokens (SKILL.md is roughly 6.3k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Tinyworld Visual QA?

Skills that share tags, products or a category with Tinyworld Visual QA: Review Local UI Screenshots (xiaocang/easydict_win32, 101 stars), Handsontable Visual Test Demos (handsontable/handsontable, 22k stars), Kc Screenshot (imran31415/kube-coder, 388 stars) and Visual QA (liangdabiao/Godogen, 127 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Tinyworld Visual QA?

jasonkneen (a GitHub user) maintains it in jasonkneen/tiny-world-builder, which has 1,591 GitHub stars. The repository holds 29 skills in this directory. The repository was last updated on October 8, 2026.

Source: jasonkneen/tiny-world-builder on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.