- Drop the broken OpusGameLabs owner link (org now playableintelligence)
- Remove Moltbook mention from the lead paragraph
- Update install commands and Star History URLs to playableintelligence
- Promote Codex in the agent lineup (Claude Code, Codex, Cursor)
- Drop antigravity install line
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Add retrodiffusion
* Detect animation GIF output by magic bytes; add /retrodiffusion to README
The previous animate-mode extension check looked for "gif" in the style
name, but documented animation styles (walk-cycle, idle, attack) never
contain that substring, so GIF responses were always saved as .png and
wouldn't load. Sniff the base64 prefix instead.
Also drop unused `extname` import and add a `/retrodiffusion` row to the
README slash-commands table to match the new user-invocable skill.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: rshtirmer <rshtirmer@gmail.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
* Add Unity MCP Skill as submodule
* Add unity-mcp to README skills table, drop branch tracking from .gitmodules
Keeps the user-facing skills table in sync with the new submodule, and pins
unity-mcp purely to its commit (no `branch = beta`) so `git submodule update
--remote` can't drift the pin.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
---------
Co-authored-by: rshtirmer <rshtirmer@gmail.com>
Co-authored-by: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
- Add argument-hint to 11 skills missing it (26/27 now covered, playdotfun submodule excluded)
- Standardize compatibility field placement to root level (game-qa, meshyai)
- Improve README positioning with outcome-focused opening
- Create trigger test suite (tests/trigger-tests.md) with 5-7 prompts per skill
- Add troubleshooting guide (docs/troubleshooting.md) covering all common issues
- Document reference/wrapper skill convention in CLAUDE.md
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Switch all deployment skills, agents, and pipeline steps to use here.now
as the default hosting platform. Zero config, instant deploys, no git or
GitHub CLI required. GitHub Pages preserved as an alternative.
Adds prominent 24-hour expiration warnings for anonymous publishes —
agents must always surface the claim URL so users can keep their sites.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
- Add required `name` field to all 4 agents (was missing per docs spec)
- Remove invalid `capabilities` field from agents (not in frontmatter spec)
- Add `skills` preloading to game-deploy, game-qa-runner, game-reviewer agents
- Add `user-invocable: false` to 5 reference skills (game-assets, game-audio,
game-designer, game-qa, fetch-tweet) to declutter the `/` menu
- Add settings.json with default agent (game-creator)
- Bump version to 1.3.0
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
- README: Replace OpenClaw/Claude Code install with npx skills add + agent tabs
- marketplace.json, plugin.json: "Works with 40+ AI coding agents"
- CLAUDE.md: Generic agent language, qualified paths with "e.g."
- skills/: Replace Claude-specific references (game-assets, game-designer,
game-qa, make-game, monetize-game) with agent-agnostic language
- commands/: Same treatment for make-game.md and monetize-game.md
- Keep functional paths (e.g. ~/.claude.json) qualified with "e.g."
Note: _site/index.html also updated but is gitignored (deployed separately)
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
Replace clawhub commands with direct "install <repo-url>" instructions
in README. Fix marketplace.json source field from "." to "./" to match
Claude Code's plugin schema validation.
Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
QA is now built into every step instead of separate pipeline steps:
- Phase 1: Build check (npm run build)
- Phase 2: Runtime check (headless Chromium)
- Phase 3: Visual review via Playwright MCP
- Autofix: Fix subagent repairs any issues found
Pipeline is now 5 steps: Scaffold → Design → Audio → Deploy → Monetize
Removed:
- Step 4 (Add QA tests) and Step 5 (Review architecture) as separate steps
- game-qa-runner agent reference
- /qa-game and /review-game from primary commands
The qa-game.md and review-game.md commands still exist for standalone use.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Add Play.fun (OpenGameProtocol) as a git submodule and wire it into the
make-game pipeline as Step 7 (Monetize). Games are registered on Play.fun,
the browser SDK is added for points/leaderboards/wallet, and the play.fun
URL becomes the share link for Moltbook.
- Replace playdotfun symlink with git submodule (OpusGameLabs/skills)
- Add /monetize-game command for standalone monetization
- Update make-game pipeline: deploy → monetize → pipeline complete
- Update game-creator agent with monetization step
- Update site pipeline (7 steps), manifests (v1.2.0), README, CLAUDE.md
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Rebrand as "the game studio for the agent internet" to ride the Molt
wave. Add OpenClaw/ClawHub install paths alongside Claude Code plugin
marketplace. Update site with Moltbook integration section, tabbed
install, and agent-internet messaging. Bump to v1.1.0.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Replace single-file phaser-game skill with multi-file phaser/ skill
covering scenes, game objects, physics, patterns, performance, and
two complete examples
- Add conventions.md enforcing EventBus, GameState, Constants, and
domain:action event naming
- Add no-asset-design.md with procedural visual techniques: gradients,
parallax, particles, juice, faux lighting
- Update threejs-game skill to use TypeScript with full type annotations
- Update all references (CLAUDE.md, README.md, agents) from phaser-game
to phaser
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
- Add /improve-game slash command for iterative game improvement with
8-dimension scoring, ranked improvement plans, and focus areas
- Fix async audio init in both 2D and 3D games (await initStrudel)
- Fix eventBus.clear() destroying AudioBridge listeners in 2D game
- Wire buttonClickSfx in both games
- Add fullscreen responsive layout with sky-gradient page background
- Add parallax depth layers (far mountains, near hills, scrolling ground)
- Add bird squash/stretch on flap and death spin animation
- Add difficulty progression (shrinking gaps, faster pipes, sunset sky)
- Add medal system (bronze/silver/gold/platinum) on game over screen
- Add title screen entrance animations (bounce, fly-in, fade)
- Update tests for two-tap audio init flow and new visual snapshots
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Three new agents for autonomous game creation pipelines, test
execution with failure fixing, and deployment automation.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Replace /new-game with /make-game which copies runnable starter templates
(Phaser 2D and Three.js 3D) instead of generating files from scratch.
Add flight simulator as a second example game demonstrating the full
make-game pipeline: scaffold, visual design, audio, QA tests (16 Playwright),
and architecture review fixes.
Fix SFX looping bug in game-audio skill — SFX now use Web Audio API
directly instead of Strudel (which loops continuously). Update flappy-bird
example with the same fix.
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>