Godot Gdscript Patterns
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Run VibeGame's standard end-to-end game development workflow with reviewer gates.
$ npx skills add tettethu/VibeGame --skill vibegame-build -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install tettethu/VibeGame vibegame-build --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/tettethu/VibeGame.git skills-src && mkdir -p .claude/skills && cp -r skills-src/src/skills/vibegame-build .claude/skills/vibegame-build && 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 "vibegame-build" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-build into .claude/skills/vibegame-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-build", 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/tettethu/VibeGame/tree/main/src/skills/vibegame-buildType 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 tettethu/VibeGame --skill vibegame-build -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install tettethu/VibeGame vibegame-build --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .agents/skills && cp -r skills-src/src/skills/vibegame-build .agents/skills/vibegame-build && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "vibegame-build" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-build into .agents/skills/vibegame-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-build", 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 tettethu/VibeGame --skill vibegame-build -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install tettethu/VibeGame vibegame-build --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/src/skills/vibegame-build .cursor/skills/vibegame-build && 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 "vibegame-build" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-build into .cursor/skills/vibegame-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-build", 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/tettethu/VibeGame.git --path src/skills/vibegame-build--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 tettethu/VibeGame --skill vibegame-build -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install tettethu/VibeGame vibegame-build --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/src/skills/vibegame-build .gemini/skills/vibegame-build && 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 "vibegame-build" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-build into .gemini/skills/vibegame-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-build", 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 tettethu/VibeGame vibegame-buildInstalls 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 tettethu/VibeGame --skill vibegame-build -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .github/skills && cp -r skills-src/src/skills/vibegame-build .github/skills/vibegame-build && 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 "vibegame-build" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-build into .github/skills/vibegame-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-build", 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 tettethu/VibeGame --skill vibegame-build -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install tettethu/VibeGame vibegame-build --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/tettethu/VibeGame.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/src/skills/vibegame-build .opencode/skills/vibegame-build && 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 "vibegame-build" agent skill from https://github.com/tettethu/VibeGame/tree/main/src/skills/vibegame-build into .opencode/skills/vibegame-build/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "vibegame-build", 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.
vibegame-buildRun VibeGame's standard end-to-end game development workflow with reviewer gates.
Vibegame Build is an agent skill from tettethu/VibeGame. Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
Its SKILL.md is about 2.3k 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 Game Development, covering Game development. The repository describes itself as: VibeGame: Vibe Your Dream Game -- An open-source self-evolving multi-agent framework with an AI-Native game engine that turns your natural language into a fully playable 2D web… The licence is Apache-2.0.
2 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 0fcb8ca. 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 (its code samples are bash).
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.
Vibegame Build loads about 2.3k tokens when it runs. Until then it costs about 50 tokens; SKILL.md has 1,261 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 tettethu/VibeGame at commit 0fcb8ca, republished under its Apache-2.0 licence (© tettethu). 1,261 words, ~2,298 tokens.
.claude/skills/vibegame-build/SKILL.md (or your agent's skills folder).This is a long-running delegation workflow. The lead sets a multi-stage implementation plan (potentially hours of work), delegates to teammates, and supervises execution. The lead does not implement directly — only tiny local edits qualify as self-service.
Core lead responsibilities in this mode:
Clarify the goal until it is concrete and actionable. Do not proceed to execution or use create_goal tool until the goal is aligned.
.vibegame/goal.md ## User Input holds the user's verbatim request, written there by a hook when this build was invoked. Confirm it is non-empty before anything else; if empty, paste the user's original words in yourself, unedited. GDD, prd.md and the final review all answer to it.
Explore / Codex equivalent — NOT teammates spawned via vibegame lead) to inspect three discovery surfaces in parallel:modules/index.md — catalog of installed *Module.js Node scripts (one-line description + interface per module). Anything you can wire in directly via script: "XxxModule" or extend by subclassing is work the team does not have to redo.skeletons/index.md — catalog of available sub-genre skeletons. For any slug whose row matches the request, open skeletons/<slug>/index.md and summarize what scripts/, entities/, and scenes/ could be cherry-picked into the new project. Treat the skeleton as a head start, not a constraint.designer to fill the design-layer gaps before decomposing tasks and update GDD.md for user to review.cat .vibegame/goal.md .vibegame/GDD.md > /tmp/gdd-fidelity.md
vibegame vlm -t /tmp/gdd-fidelity.md -s "You compare a game design document against the user's verbatim request. List every requirement the GDD omits, weakens, or contradicts. Quote both sides. If none, reply exactly: NO DEVIATION."NO DEVIATION goes back to designer with the quoted lines. This check is mandatory; your own read of the GDD does not replace it — you wrote the brief it was derived from.artist to produce a project reference image (see artist.md → "Reference image"): a restrained single image showing the actual in-game look from the GDD (not concept art / mood board / poster), containing only the key elements that belong in the same real gameplay view. Later asset tasks use this image as the reference so generated player, enemy, UI, prop, and scene assets match the approved elements.artist to redraw the reference to match the GDD, or update the GDD to explicitly accept UI / HUD / layout / prop choices introduced by the reference image..vibegame/goal.md: ## Task Breakdown (stage plan and tasks) and ## Done When (goal-specific, checkable outcomes — not "the game runs"). Never edit ## User Input; when the user overrides an earlier requirement, express it in ## Done When.Examples:
vertical-slice builds the playable loop; art-pack produces final runtime assets.visual-integration swaps assets in, tunes composition, and removes temporary visuals.final-review verifies the complete goal.player, boss, and map implement fully parallel systems against those interfaces; each task includes a standalone test scene.system-integration connects the systems and resolves cross-system feel.asset-replacement swaps placeholder visuals for final assets.DO NOT spawn reviewer in this stage, otherwise you cannot stop and request for user approval.
Delegate to teammates and supervise through to completion.
.vibegame/review-lock.json with {"locked": true}, and never release it before final goal is achieved.vibegame/goal.md, .vibegame/GDD.md, and relevant specs to understand the goal before any review begins.vibegame lead task create / init--blocked-by to declare dependencies..vibegame/orchestrator.md for the full task pipeline (architect → programmer → auditor → player).vibegame/goal.mdsrc/.vibegame/orchestrator.md ## Use reviewer for final quality gate.vibegame lead read --name reviewer. The reviewer will release the lock after approving the final goal. If rejected, address feedback and request review again (same message format, updated evidence). Remember the reviewer always has to review all final quality gates instead of just checking new fixes.vibegame lead task create --blocked-by to declare dependencies. Tasks without blockers should start immediately..vibegame/orchestrator.md once execution begins.vibegame lead task create "<description>" --name <name>
vibegame lead task init "<name>" --use-worktreeThis file is created by the reviewer on spawn and is released only after the final goal is approved. It is not a stage-gate mechanism.
© tettethu, Apache-2.0. 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 src/skills/vibegame-build of tettethu/VibeGame.
Open the folder on GitHubat commit 0fcb8ca
Vibegame Build 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 |
|---|---|---|---|---|---|---|
| Vibegame Build this skilltettethu/VibeGame | 269 | — | ~2.3k | Automated safety check: Pass | Apache-2.0 | |
| Godot Gdscript Patterns925236118/AlphaAgent | 103 | 10 repos | ~5k | Automated safety check: Pass | MIT | |
| Sprite Genaldegad/sprite-gen | 2.7k | — | ~4.9k | Automated safety check: Pass | Apache-2.0 | |
| 2D Map and Scene Generator0x0funky/agent-sprite-forge | 4.4k | — | ~2.9k | Automated safety check: Pass | MIT | |
| Fantasy Framework Development Guideqq362946/Fantasy | 1.4k | — | ~5.8k | Automated safety check: Pass | Custom licence | |
| Dev StoryDonchitos/Claude-Code-Game-Studios | 26k | — | ~2.4k | Automated safety check: Notes | MIT |
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
aldegad/sprite-gen
Generates images and game sprites through GPT or Grok with guided provider choices, separate saved defaults, automatic cleanup and optional curation.
0x0funky/agent-sprite-forge
Plans and builds 2D game maps and scenes, from tilemaps and parallax backgrounds to HD-2D plates, with collision checks, a playable HTML preview and Tiled, Godot or LDtk export.
qq362946/Fantasy
Development and review guide for the Fantasy C# distributed game server framework: ECS, FTask, routing, service discovery, config and databases.
Donchitos/Claude-Code-Game-Studios
Implement a story: ADR guidelines, right programmer agent, code plus test.
rehan-remade/universal-modder
Turn generated or hand-made art into exactly what a game engine loads.
tettethu/VibeGame
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts.
tettethu/VibeGame
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit.
tettethu/VibeGame
Iterate broadly on an existing game, on top of vibegame-build.
tettethu/VibeGame
Resume a VibeGame orchestrator session after vibegame start.
Categories
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Vibegame Build is an agent skill from tettethu/VibeGame. Run VibeGame's standard end-to-end game development workflow with reviewer gates.
Vibegame Build fits situations like: the user wants to create a game from zero; evolve an existing game across multiple stages.
Run `npx skills add tettethu/VibeGame --skill vibegame-build -a claude-code`. Or copy the skill folder (src/skills/vibegame-build in tettethu/VibeGame) into .claude/skills/vibegame-build in your project. Claude Code loads it when a task matches its description.
Run `npx skills add tettethu/VibeGame --skill vibegame-build -a codex`. Or copy the skill folder (src/skills/vibegame-build in tettethu/VibeGame) into .agents/skills/vibegame-build 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 tettethu/VibeGame --skill vibegame-build -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/vibegame-build, .gemini/skills/vibegame-build, .github/skills/vibegame-build and .opencode/skills/vibegame-build in your project.
SKILL.md names no scripts, command-line tools or credentials: Vibegame Build 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.
Vibegame Build is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 2.3k tokens (SKILL.md is roughly 9.2k 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 Vibegame Build: Godot Gdscript Patterns (925236118/AlphaAgent, 103 stars), Sprite Gen (aldegad/sprite-gen, 2.7k stars), 2D Map and Scene Generator (0x0funky/agent-sprite-forge, 4.4k stars) and Fantasy Framework Development Guide (qq362946/Fantasy, 1.4k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
tettethu (a GitHub user) maintains it in tettethu/VibeGame, which has 269 GitHub stars. The repository holds 5 skills in this directory. The repository was last updated on October 1, 2026.
Source: tettethu/VibeGame on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.