Agent skill

Game Direction

by nodetool-ai in nodetool-ai/nodetool

Set the feel, level pacing, and art direction before building or revising a native game.

AGPL-3.0Auto-check passedMedia & Creative

Install Game Direction

skills CLI
$ npx skills add nodetool-ai/nodetool --skill game-direction -a claude-code

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

GitHub CLI
$ gh skill install nodetool-ai/nodetool game-direction --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/nodetool-ai/nodetool.git skills-src && mkdir -p .claude/skills && cp -r skills-src/packages/system-skills/game-direction .claude/skills/game-direction && 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
game-direction
GitHub stars
560
Token cost
~1.4k tokens
SKILL.md length
777 words
Files
1
Skills in repo
127
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Set the feel, level pacing, and art direction before building or revising a native game.

  • A visual overhaul
  • SKILL.md covers Direction spec, One style string, Game feel and Level pacing, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md
  • A game that plays correctly but feels flat

What it does

Game Direction is an agent skill from nodetool-ai/nodetool. Set the feel, level pacing, and art direction before building or revising a native game. Use for a new game, a showcase, a visual overhaul, or a game that plays correctly but feels flat.

Its SKILL.md is about 1.4k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Media & Creative. The repository describes itself as: Agent-first Creative Workspace. The licence is AGPL-3.0.

When your agent uses it

  • A visual overhaul
  • A game that plays correctly but feels flat

Example prompts

  • “/game-direction”

What it can do on your machine

Read from SKILL.md and the folder at commit 58765d3. 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

    No scripts in the folder and no shell commands in SKILL.md.

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

  • Network

    No URLs in SKILL.md.

    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

Game Direction loads about 1.4k tokens when it runs. Until then it costs about 50 tokens; SKILL.md has 777 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~50
When it runs · the whole SKILL.md, loaded when a task matches
~1.4k

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 nodetool-ai/nodetool at commit 58765d3, republished under its AGPL-3.0 licence (© nodetool-ai). 777 words, ~1,356 tokens.

Download SKILL.mdSave it as .claude/skills/game-direction/SKILL.md (or your agent's skills folder).
name
game-direction
description
Set the feel, level pacing, and art direction before building or revising a native game. Use for a new game, a showcase, a visual overhaul, or a game that plays correctly but feels flat.

Direct a native game

Lock a short direction spec before the first game edit or asset generation. State the spec in the conversation, then build within the requested scope. For an existing game, read it and preserve its established direction unless the brief asks for a change. native-game owns the tool and schema contracts.

Direction spec

DecisionRecord before building
Player promiseThe action that should feel satisfying, the challenge, and the observable win condition
Style stringOne exact reusable string naming medium, palette, edge treatment, lighting, and texture
Layer planSky, far background, midground, play layer, and foreground, with their depth, contrast, and parallax
Feel parametersMovement speed, acceleration and braking, jump height and duration, coyote ticks, buffer ticks, and feedback timing
Pacing sheetOrdered teaching beats, their safe practice area, challenge, recovery, and finish
Asset planHero poses, aligned frames, terrain edge variants, effects, sound cues, music, and fonts
Proof routeStart scene, required targets, win signal, expected duration, and captures at the teaching beat and hardest section

For a small prototype, keep each row to one sentence and use only the layers and assets the brief needs. A showcase needs a visible depth plan and a finished art pass. Load native-game for the document fields and list_example_games and get_example_game for shipped references. Study Kindle for a platformer with animated poses, terrain edges, parallax, lights, sound cues, and a grade. Use its decisions as a benchmark for the brief, without copying its theme.

One style string

Repeat the locked style string verbatim in every visual prompt. Add the asset's role, dimensions, framing, and transparency requirements after that string. Use one installed style reference when the selected model accepts references. Changing the palette or edge treatment for one asset requires updating the spec and the related assets.

Keep the player's silhouette readable against the play layer. Background contrast and detail should fall with distance. Foreground decoration must leave hazards and landing surfaces visible. Check the composition at the target screen size, including touch controls and HUD.

Game feel

Measure timings in ticks at the engine's 60 Hz rate. For a side-view prototype, start with 6–8 coyote ticks and 6–8 buffer ticks, then tune them against the actual level. Coyote time permits a jump shortly after leaving support. A jump buffer remembers a press shortly before landing. Implement these in persistent script state using entity.touching.down and justPressed.

Set jump velocity and gravity from the intended height and airtime. Holding jump may preserve ascent while release cuts it. Make braking fast enough to land on the narrowest required platform. Decide whether air steering and wall jumps are part of the game before laying out challenges that need them.

Give an action a clear response. A jump can use a pose change, a sound cue, and a brief dust puff. A landing can compress the sprite, then restore it. A hit needs an immediate flash or recoil and a clear recovery window. Keep squash, stretch, and screen effects visual so the collider remains predictable. Use setVisual, animation clips, particles, and event-driven audio through the contracts in native-game. Avoid repeated camera motion that obscures a jump.

Show full SKILL.md (254 more words)Show less

Level pacing

Write the pacing sheet before placing the level. Each row identifies the mechanic, what the player sees before committing, and where a failed attempt returns them. Introduce a mechanic in safety, ask for one clear use, then combine it with an earlier mechanic. Put recovery after a demanding section. Keep checkpoints near the section they protect and make their activation visible and audible.

Place the first required target where normal play teaches movement. Show the next landing or objective before asking for a blind commitment. Optional collectibles can reward risk, but the win route must remain readable without them unless collection is the stated objective. Test the narrowest clearance, longest jump, moving platform timing, and respawn state individually.

Finish and proof

Use autoplay_native_game to obtain an executed input route and its observed win tick or target contacts. Replay its returned route with playtest_native_game, using the same seed. Autoplay supports standard direction actions and a jump action, and uses bounded steering. A stalled or budget-limited result does not prove a level impossible. For a custom scripted goal, supply target_prefix and separately assert the game's victory signal.

Capture the start, a representative play section, the busiest frame, and the finish using the proof route. Inspect the images against the locked layer plan, silhouette contrast, terrain joins, foot alignment, HUD, lighting, and grade. Schema validation proves structure. An executed route proves that route can reach its observed target. Visual quality requires inspecting the rendered frames. Report which of these checks passed and what remains unverified.

© nodetool-ai, 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

Just SKILL.md in packages/system-skills/game-direction of nodetool-ai/nodetool.

Open the folder on GitHubat commit 58765d3

Compare with similar skills

Game Direction 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.

Game Direction compared with similar skills
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Game Direction this skillnodetool-ai/nodetool560—~1.4kAutomated safety check: PassAGPL-3.0
Guizang Social Cardsop7418/guizang-social-card-skill7.4k1 repos~7.8kAutomated safety check: PassAGPL-3.0
Weekly Changelog Videoheygen-com/hyperframes59k—~3.3kAutomated safety check: PassApache-2.0
Anthropic Brand Stylinganthropics/skills180k30 repos~559Automated safety check: PassApache-2.0
MoneyPrinterTurbo Video Generatorharry0703/MoneyPrinterTurbo129k—~2.1kAutomated safety check: WarnMIT
Brag Slim Launch Video Makerlatent-spaces/brag14k1 repos~1.9kAutomated safety check: PassMIT

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Questions about Game Direction

What does Game Direction do?

Set the feel, level pacing, and art direction before building or revising a native game. Game Direction is an agent skill from nodetool-ai/nodetool. Set the feel, level pacing, and art direction before building or revising a native game.

When should I use Game Direction?

Game Direction fits situations like: A visual overhaul; A game that plays correctly but feels flat.

How do I install Game Direction in Claude Code?

Run `npx skills add nodetool-ai/nodetool --skill game-direction -a claude-code`. Or copy the skill folder (packages/system-skills/game-direction in nodetool-ai/nodetool) into .claude/skills/game-direction in your project. Claude Code loads it when a task matches its description.

How do I install Game Direction in Codex?

Run `npx skills add nodetool-ai/nodetool --skill game-direction -a codex`. Or copy the skill folder (packages/system-skills/game-direction in nodetool-ai/nodetool) into .agents/skills/game-direction in your project. Codex loads it when a task matches its description.

Can I use Game Direction 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 nodetool-ai/nodetool --skill game-direction -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/game-direction, .gemini/skills/game-direction, .github/skills/game-direction and .opencode/skills/game-direction in your project.

What does Game Direction need to run?

SKILL.md names no scripts, command-line tools or credentials: Game Direction is instructions for the agent only.

Does Game Direction access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Game Direction 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 Game Direction use?

Game Direction 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 Game Direction use?

About 1.4k tokens (SKILL.md is roughly 5.4k 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 Game Direction?

Skills that share tags, products or a category with Game Direction: Guizang Social Cards (op7418/guizang-social-card-skill, 7.4k stars), Weekly Changelog Video (heygen-com/hyperframes, 59k stars), Anthropic Brand Styling (anthropics/skills, 180k stars) and MoneyPrinterTurbo Video Generator (harry0703/MoneyPrinterTurbo, 129k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Game Direction?

nodetool-ai (a GitHub organization) maintains it in nodetool-ai/nodetool, which has 560 GitHub stars. The repository holds 127 skills in this directory. The repository was last updated on October 9, 2026.

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