Agent skill

Vibegame Edit

by tettethu in tettethu/VibeGame

Iterate broadly on an existing game, on top of vibegame-build.

Apache-2.0Auto-check passedGame Development

Install Vibegame Edit

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

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

GitHub CLI
$ gh skill install tettethu/VibeGame vibegame-edit --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-edit .claude/skills/vibegame-edit && 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-edit
GitHub stars
269
Token cost
~731 tokens
SKILL.md length
385 words
Files
1
Skills in repo
5
Repo updated
First seen
Licence
Apache-2.0

At a glance

Iterate broadly on an existing game, on top of vibegame-build.

  • Works in 2 steps: Establish a baseline → Enter the general build workflow
  • The user asks to change an existing games art style
  • SKILL.md covers Phase 1: Establish a baseline and Phase 2: Enter the general…
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Vibegame Edit is an agent skill from tettethu/VibeGame. Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.

Its SKILL.md is about 730 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. 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 asks to change an existing games art style

Example prompts

  • “/vibegame-edit”

Workflow steps

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

  1. Establish a baseline
  2. Enter the general build workflow

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.

    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 Edit loads about 731 tokens when it runs. Until then it costs about 58 tokens; SKILL.md has 385 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~58
When it runs · the whole SKILL.md, loaded when a task matches
~731

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). 385 words, ~731 tokens.

Download SKILL.mdSave it as .claude/skills/vibegame-edit/SKILL.md (or your agent's skills folder).
name
vibegame-edit
description
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.

VibeGame Edit

For reworking an existing game, for example:

  • Style migration: pixel art to hand-drawn, or one IP to another.
  • Genre migration: real-time combat to turn-based tactics.
  • Rule migration: changing a core rule, such as swapping the player and boss roles.

An edit is not a local substitution bounded by file type. Start from game design, and keep the reworked mechanics, controls, feedback, and art adding up to one coherent experience. Change whatever that requires — code, assets, config, project structure.

Phase 1: Establish a baseline

Before editing:

  1. Run vibegame check and record the existing project's static check results.
  2. Commit the existing project files, saving the pre-edit state as a baseline commit.

Do not start a playtest, runtime API test, or review pass just to establish the baseline.

Phase 2: Enter the general build workflow

Invoke the vibegame-build SKILL and follow its plan-run workflow for planning, implementation, testing, and review. Do not build a separate approval, implementation, or verification flow for edits.

In vibegame-build's Plan phase, inspect the current project and understand the existing design this request touches, and how its parts connect: core loop, rules, controls, character behavior, animation, collision, feedback, UI, art style.

Ask follow-up questions grounded in that existing design and the direction the user gave, until the preferences and goals that shape the approach are clear. When different choices produce materially different experiences, do not decide for the user. Before executing, make sure the user shares your expectation of the reworked game and of the main design choices.

Show full SKILL.md (132 more words)Show less

Work out which interdependent parts each major change touches, and fold the necessary companion changes into the same plan. For example:

  • Changing a character action also means revisiting controls, states, animation, collision, effects, and hit feedback.
  • Migrating a visual style or IP also means revisiting how characters, maps, items, animation, effects, and UI read together.
  • Changing a rule also means revisiting goals, win/lose conditions, character behavior, UI feedback, and the AI involved.

Theme, IP, and genre are design directions, not a boundary that limits the edit to swapping assets. Design the characters, abilities, presentation, and rule adjustments that fit. Do not claim an edit is assets-only, code-free, or gameplay-preserving before inspecting the project.

To reproduce the multi-stage generation behind an existing asset or animation, check the generation records in assets/artifacts/raw and .vibegame/logs/imagegen.jsonl.

© 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-edit of tettethu/VibeGame.

Open the folder on GitHubat commit 0fcb8ca

Compare with similar skills

Vibegame Edit 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 Edit compared with similar skills
SkillStarsUsed inTokensAuto-checkLicenceRepo updated
Vibegame Edit this skilltettethu/VibeGame269—~731Automated safety check: PassApache-2.0
Image to Three.js Modelimg2threejs/img2threejs18k1 repos~8.2kAutomated safety check: PassApache-2.0
Web CloneJane-xiaoer/claude-skill-web-clone1k1 repos~2.7kAutomated safety check: PassMIT
Threejs Game Directormajidmanzarpour/threejs-game-skills2.5k—~2.2kAutomated safety check: PassMIT
Game Asset Generatorhtdt/godogen7.1k—~2.8kAutomated safety check: PassMIT
Threejs Gameplay Systemsvalkor-ai/loom1.2k1 repos~1.4kAutomated safety check: PassApache-2.0

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Questions about Vibegame Edit

What does Vibegame Edit do?

Iterate broadly on an existing game, on top of vibegame-build. Vibegame Edit is an agent skill from tettethu/VibeGame. Iterate broadly on an existing game, on top of vibegame-build.

When should I use Vibegame Edit?

Vibegame Edit fits situations like: the user asks to change an existing games art style.

How do I install Vibegame Edit in Claude Code?

Run `npx skills add tettethu/VibeGame --skill vibegame-edit -a claude-code`. Or copy the skill folder (src/skills/vibegame-edit in tettethu/VibeGame) into .claude/skills/vibegame-edit in your project. Claude Code loads it when a task matches its description.

How do I install Vibegame Edit in Codex?

Run `npx skills add tettethu/VibeGame --skill vibegame-edit -a codex`. Or copy the skill folder (src/skills/vibegame-edit in tettethu/VibeGame) into .agents/skills/vibegame-edit in your project. Codex loads it when a task matches its description.

Can I use Vibegame Edit 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-edit -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-edit, .gemini/skills/vibegame-edit, .github/skills/vibegame-edit and .opencode/skills/vibegame-edit in your project.

What does Vibegame Edit need to run?

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

Does Vibegame Edit 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 Edit 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 Edit use?

Vibegame Edit 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 Edit use?

About 731 tokens (SKILL.md is roughly 2.9k 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 Edit?

Skills that share tags, products or a category with Vibegame Edit: Image to Three.js Model (img2threejs/img2threejs, 18k stars), Web Clone (Jane-xiaoer/claude-skill-web-clone, 1k stars), Threejs Game Director (majidmanzarpour/threejs-game-skills, 2.5k stars) and Game Asset Generator (htdt/godogen, 7.1k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Vibegame Edit?

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.