Agent skill

Vibegame Build

by tettethu in tettethu/VibeGame

Run VibeGame's standard end-to-end game development workflow with reviewer gates.

Apache-2.0Auto-check passedGame Development

Install Vibegame Build

skills CLI
$ npx skills add tettethu/VibeGame --skill vibegame-build -a claude-code

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

GitHub CLI
$ gh skill install tettethu/VibeGame vibegame-build --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/tettethu/VibeGame.git skills-src && mkdir -p .claude/skills && cp -r skills-src/src/skills/vibegame-build .claude/skills/vibegame-build && 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
vibegame-build
GitHub stars
269
Token cost
~2.3k tokens
SKILL.md length
1,261 words
Files
1
Skills in repo
5
Repo updated
First seen
Licence
Apache-2.0

At a glance

Run VibeGame's standard end-to-end game development workflow with reviewer gates.

  • Works in 2 steps: Plan → Run
  • The user wants to create a game from zero
  • SKILL.md covers Phase 1: Plan, Phase 2: Run, Rules and Useful Commands, plus 1 more section
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

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.

When your agent uses it

  • The user wants to create a game from zero
  • Evolve an existing game across multiple stages

Example prompts

  • “/vibegame-build”

Workflow steps

2 steps, taken from the step headings in SKILL.md.

  1. Plan
  2. Run

What it can do on your machine

Read from SKILL.md and the folder at commit 0fcb8ca. 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 (its code samples are bash).

    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

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.

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
~2.3k

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 tettethu/VibeGame at commit 0fcb8ca, republished under its Apache-2.0 licence (© tettethu). 1,261 words, ~2,298 tokens.

Download SKILL.mdSave it as .claude/skills/vibegame-build/SKILL.md (or your agent's skills folder).
name
vibegame-build
description
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.

VibeGame Build

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:

  • Understand: rebuild context from code, specs, and live verification
  • Architect: design the multi-stage plan before any execution
  • Supervise: delegate, track progress, and course-correct through teammates

Phase 1: Plan

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.

  1. Use at most 3 Task-tool subagents (Claude Code Explore / Codex equivalent — NOT teammates spawned via vibegame lead) to inspect three discovery surfaces in parallel:
    • Current codebase — existing files, patterns, specs, implementation status.
    • 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.
  2. If gameplay mechanics are involved (movement, combat, enemies, bosses, HUD, hit feedback, death, pacing — basically anything beyond a static viewer), commission designer to fill the design-layer gaps before decomposing tasks and update GDD.md for user to review.
    • Whenever GDD changes — designer's handoff or your own edit — check it against the verbatim request before moving on:
      sh
      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."
    • Anything but 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.
  3. If visual elements are involved:
    • If user does not provide concept/reference image, commission 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.
    • Establish the GDD before commissioning the reference image. Artist may develop visual details and UI layouts left unspecified by the GDD, but must preserve its established gameplay rules and requirements.
    • If the generated reference image contradicts or extends the GDD, the lead must reconcile them before execution: either ask 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.
    • Use this reference image to validate visual direction with the user. Iterate until approved.
    • DO NOT specify frame counts or animation details - that is artist's responsibility
  4. Break the goal into macro stages. Each stage should have:
    • The project state reached when the stage completes
    • How that stage outcome can be tested
    • Which earlier stages must finish first
    • Tasks that can launch together once the stage is ready
  5. Within each stage, choose independent tasks that can run in parallel. For each task:
    • Single bounded deliverable with clear ownership
    • Clear acceptance criteria
    • No hidden dependency on another task in the same stage
    • If proposed sibling tasks share an unstable core interface, state model, scene structure, or core files, merge them into one task
  6. Fill in .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.
  7. Give the files for user to review. Wait for explicit user approval before execution. The user may direct you to merge / split / drop tasks at this stage — accept their direction. Task scope is the user's decision, not yours.

Examples:

  • Coherent first playable plus parallel art:
    • Stage 0: vertical-slice builds the playable loop; art-pack produces final runtime assets.
    • Stage 1: visual-integration swaps assets in, tunes composition, and removes temporary visuals.
    • Stage 2: final-review verifies the complete goal.
  • Interface-first parallel systems:
    • Stage 0: Orchestrator writes stable scene, event, collision, and data interfaces into the task specs; player, boss, and map implement fully parallel systems against those interfaces; each task includes a standalone test scene.
    • Stage 1: system-integration connects the systems and resolves cross-system feel.
    • Stage 2: asset-replacement swaps placeholder visuals for final assets.

DO NOT spawn reviewer in this stage, otherwise you cannot stop and request for user approval.


Show full SKILL.md (425 more words)Show less

Phase 2: Run

Delegate to teammates and supervise through to completion.

  1. Spawn a reviewer agent as a persistent team member in the VibeGame build workflow. This reviewer stays alive for the entire session -- do NOT spawn a new reviewer per stage or per request. All review requests go to this same instance. Tell it: "You are in the VibeGame build workflow, the user's goal is ..." and reviewer need to do:
    1. Create .vibegame/review-lock.json with {"locked": true}, and never release it before final goal is achieved
    2. Learn about the detailed goal and plan from .vibegame/goal.md, .vibegame/GDD.md, and relevant specs to understand the goal before any review begins.
    3. Learn about the current codebase and wait for the final review request.
  2. For each stage:
    • Create and initialize all tasks with vibegame lead task create / init
    • Spawn parallel programmer agents for independent tasks -- do NOT wait for one to finish before starting the next if they have no dependencies. Use --blocked-by to declare dependencies.
    • Follow .vibegame/orchestrator.md for the full task pipeline (architect → programmer → auditor → player)
    • After the stage is complete, update the progress checklist in .vibegame/goal.md
  3. After all stages are complete, notify the reviewer that all tasks are done and request final review. Use the review request message format in src/.vibegame/orchestrator.md ## Use reviewer for final quality gate.
  4. Wait for the reviewer verdict. After done, read the verdict via 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.

Rules

  • Never implement directly unless the change is a trivial few-line edit.
    • Lead owns understanding, architecture, and supervision — not code.
  • Reviewer is persistent: spawn it ONCE at session start, send all review requests to the same instance. Never spawn a second reviewer.
    • Reviewer does not do per-stage reviews. It only reviews once at the end after all tasks are done.
    • review-lock.json is owned by the reviewer agent, not the lead.
    • Keep stages macro-level. Detailed implementation belongs to architect and programmer agents.
  • Maximize parallelism: spawn independent programmer agents simultaneously. Waiting sequentially for tasks that could run in parallel wastes the team's capacity.
  • Use vibegame lead task create --blocked-by to declare dependencies. Tasks without blockers should start immediately.
  • Follow .vibegame/orchestrator.md once execution begins.

Useful Commands

sh
vibegame lead task create "<description>" --name <name>
vibegame lead task init "<name>" --use-worktree

review-lock.json

This 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

Files

Just SKILL.md in src/skills/vibegame-build of tettethu/VibeGame.

Open the folder on GitHubat commit 0fcb8ca

Compare with similar skills

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.

Vibegame Build compared with similar skills
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Vibegame Build this skilltettethu/VibeGame269—~2.3kAutomated safety check: PassApache-2.0
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Sprite Genaldegad/sprite-gen2.7k—~4.9kAutomated safety check: PassApache-2.0
2D Map and Scene Generator0x0funky/agent-sprite-forge4.4k—~2.9kAutomated safety check: PassMIT
Fantasy Framework Development Guideqq362946/Fantasy1.4k—~5.8kAutomated safety check: PassCustom licence
Dev StoryDonchitos/Claude-Code-Game-Studios26k—~2.4kAutomated safety check: NotesMIT

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Questions about Vibegame Build

What does Vibegame Build do?

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.

When should I use Vibegame Build?

Vibegame Build fits situations like: the user wants to create a game from zero; evolve an existing game across multiple stages.

How do I install Vibegame Build in Claude Code?

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.

How do I install Vibegame Build in Codex?

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.

Can I use Vibegame Build 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 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.

What does Vibegame Build need to run?

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

Does Vibegame Build 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 Vibegame Build 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 Vibegame Build use?

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.

How many tokens does Vibegame Build use?

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.

What are the alternatives to Vibegame Build?

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.

Who maintains Vibegame Build?

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.