Guizang Social Cards
op7418/guizang-social-card-skill
Produces social card sets for Xiaohongshu and WeChat: carousels, Live Photo motion cards and puzzle layouts, and WeChat cover pairs, rendered from single-file HTML.
Set the feel, level pacing, and art direction before building or revising a native game.
$ npx skills add nodetool-ai/nodetool --skill game-direction -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install nodetool-ai/nodetool game-direction --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ 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-srcUse ~/.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/
Install the "game-direction" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-direction into .claude/skills/game-direction/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-direction", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-directionType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add nodetool-ai/nodetool --skill game-direction -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install nodetool-ai/nodetool game-direction --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .agents/skills && cp -r skills-src/packages/system-skills/game-direction .agents/skills/game-direction && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "game-direction" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-direction into .agents/skills/game-direction/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-direction", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nodetool-ai/nodetool --skill game-direction -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install nodetool-ai/nodetool game-direction --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/packages/system-skills/game-direction .cursor/skills/game-direction && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "game-direction" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-direction into .cursor/skills/game-direction/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-direction", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/nodetool-ai/nodetool.git --path packages/system-skills/game-direction--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add nodetool-ai/nodetool --skill game-direction -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install nodetool-ai/nodetool game-direction --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/packages/system-skills/game-direction .gemini/skills/game-direction && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "game-direction" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-direction into .gemini/skills/game-direction/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-direction", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install nodetool-ai/nodetool game-directionInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add nodetool-ai/nodetool --skill game-direction -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .github/skills && cp -r skills-src/packages/system-skills/game-direction .github/skills/game-direction && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "game-direction" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-direction into .github/skills/game-direction/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-direction", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add nodetool-ai/nodetool --skill game-direction -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install nodetool-ai/nodetool game-direction --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/packages/system-skills/game-direction .opencode/skills/game-direction && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "game-direction" agent skill from https://github.com/nodetool-ai/nodetool/tree/main/packages/system-skills/game-direction into .opencode/skills/game-direction/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "game-direction", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
game-directionSet 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. 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.
Read from SKILL.md and the folder at commit 58765d3. It shows what the files ask for, not the result of running them.
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.
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.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
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.
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.
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.
The full file from nodetool-ai/nodetool at commit 58765d3, republished under its AGPL-3.0 licence (© nodetool-ai). 777 words, ~1,356 tokens.
.claude/skills/game-direction/SKILL.md (or your agent's skills folder).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.
| Decision | Record before building |
|---|---|
| Player promise | The action that should feel satisfying, the challenge, and the observable win condition |
| Style string | One exact reusable string naming medium, palette, edge treatment, lighting, and texture |
| Layer plan | Sky, far background, midground, play layer, and foreground, with their depth, contrast, and parallax |
| Feel parameters | Movement speed, acceleration and braking, jump height and duration, coyote ticks, buffer ticks, and feedback timing |
| Pacing sheet | Ordered teaching beats, their safe practice area, challenge, recovery, and finish |
| Asset plan | Hero poses, aligned frames, terrain edge variants, effects, sound cues, music, and fonts |
| Proof route | Start 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.
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.
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.
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.
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
Just SKILL.md in packages/system-skills/game-direction of nodetool-ai/nodetool.
Open the folder on GitHubat commit 58765d3
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.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Game Direction this skillnodetool-ai/nodetool | 560 | — | ~1.4k | Automated safety check: Pass | AGPL-3.0 | |
| Guizang Social Cardsop7418/guizang-social-card-skill | 7.4k | 1 repos | ~7.8k | Automated safety check: Pass | AGPL-3.0 | |
| Weekly Changelog Videoheygen-com/hyperframes | 59k | — | ~3.3k | Automated safety check: Pass | Apache-2.0 | |
| Anthropic Brand Stylinganthropics/skills | 180k | 30 repos | ~559 | Automated safety check: Pass | Apache-2.0 | |
| MoneyPrinterTurbo Video Generatorharry0703/MoneyPrinterTurbo | 129k | — | ~2.1k | Automated safety check: Warn | MIT | |
| Brag Slim Launch Video Makerlatent-spaces/brag | 14k | 1 repos | ~1.9k | Automated safety check: Pass | MIT |
op7418/guizang-social-card-skill
Produces social card sets for Xiaohongshu and WeChat: carousels, Live Photo motion cards and puzzle layouts, and WeChat cover pairs, rendered from single-file HTML.
heygen-com/hyperframes
Turns a weekly changelog markdown file into a branded HyperFrames video with voiceover, animated mock-UI scenes and captions, using fonts, background and scripts bundled in the skill.
anthropics/skills
Applies Anthropic's brand colors and fonts to artifacts such as PowerPoint slides, using fixed hex values for text and accents, Poppins headings and Lora body text.
harry0703/MoneyPrinterTurbo
Installs and runs MoneyPrinterTurbo to turn a topic or script into a finished short video with voice-over, subtitles, stock footage and music.
latent-spaces/brag
Builds a short, shareable launch video with music and motion from a project directory or a website URL, using only tools already on the machine.
heygen-com/hyperframes
Finds, generates and edits media for HyperFrames video projects: music, sound effects, images, icons, logos, voiceovers, captions and color grades.
nodetool-ai/nodetool
Cut a NodeTool timeline to music and shape its pacing — detect the beat grid, place cuts on phrases, pick a cut type, build speed ramps with time remap, and give the piece an arc.
nodetool-ai/nodetool
Add and animate a consistent text layer on an existing NodeTool timeline.
nodetool-ai/nodetool
Choose and animate colour on a NodeTool timeline, including shape and text gradients, colour grades, 3D LUTs, and dither.
nodetool-ai/nodetool
Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.
nodetool-ai/nodetool
Direct ElevenLabs speech, dialogue, sound effects and music — the bracketed audio tags v3 acts on and why the voice decides whether a tag lands, stability as the delivery dial, punctuation instead…
nodetool-ai/nodetool
Stage the frame on a NodeTool timeline — grids, focal placement, safe areas per aspect ratio, depth layers and parallax, camera moves, and where elements enter and leave.
Categories
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.
Game Direction fits situations like: A visual overhaul; A game that plays correctly but feels flat.
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.
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.
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.
SKILL.md names no scripts, command-line tools or credentials: Game Direction is instructions for the agent only.
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.
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.
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.
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.
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.
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.