C-Aniruddh
UserIsometric games made easy — an agentic game kit. 12 agent skills over 9 zero-dependency TypeScript packages. Type one sentence, get a playable game.
Categories
Indexed Skills (12)
art
Make procedural isometric art that reads as designed rather than as programmer output — buildings, trees, towers, terrain shading, palettes, day and night. Use when drawing a building, sprite, tree, tower or any object in an isometric game, when the art looks flat, gray, muddy, toy-like or like placeholder blocks, when choosing colors or a palette, when adding a day/night cycle, or when the frame time climbs at dusk.
determinism
Making a game produce the same result twice — same seed, same world, same pixel. Use when a replay diverges, when two runs of the same code disagree, when a world regenerates differently after panning away and back, when a saved game loads wrong on another machine or browser, or when choosing what may be written into a save file or hashed.
economy
Numbers that grow — production, resources, prices, upgrades, capacity, and progress that keeps accruing while the tab is closed. Use for an idle or incremental game, a tycoon, resources or currency, a shop with rising prices, a buy-max button, offline earnings, "it should keep earning while I'm away", or when income is wrong after coming back to the tab.
hud
Putting numbers, buttons, messages and panels on top of a game — a resource counter, a price, a build button, a toast, a dialog, floating +5s. Use when adding a HUD, an overlay, a score or resource display, a shop button, a notification, a modal; when a tap on the game is being swallowed by the interface; or when the HUD freezes or shows stale numbers after switching tabs.
input
Taps, drags, pinch-zoom, keyboard and camera control in an isometric game. Use for tap to place or select, drag to pan, pinch or wheel to zoom, a placement ghost that follows the pointer, key bindings, "nothing happens when I tap", a tap that hits the wrong thing or the building behind, taps that land uphill or downhill of the finger, or a tile coordinate that comes back NaN.
lattice
Build a playable isometric game from one sentence, end to end — scaffold, code, run it in a browser, look at it, fix it. Use when someone says they want to make a game, build a game, make an isometric/tile/city-builder/idle/incremental game, or describes a game idea and wants it to exist ("a game where you rebuild a lighthouse", "a little town builder", "an idle game about bees"). Also use for "set up a Lattice project" or "start a new game with @latticekit". Owns the /lattice command.
performance
Diagnosing and fixing a game that stutters, drops frames, gets slower over time, or hitches when something changes. Use for frame drops, jank, lag, "it's slow", "it stutters", a bad frame-time number, garbage-collection pauses, or deciding how many things a scene can afford.
saving
Keeping a player's progress across a reload, a crash and a version bump. Use for saving a game, autosave, load, "my save is gone", "it forgot my progress", changing the shape of saved data, migrations, a reset or start-over button, or when a player on an old build might open a newer save.
sound
Sound and music with no audio files — synthesized clicks, chimes, thumps, ambience and a soundtrack. Use when adding sound effects, audio feedback, music, ambience or a soundscape to a game, when sound should react to what is happening, when audio is silent or only plays once, or when a burst of sounds clips into a click.
starting
The wiring order for a Lattice game — canvas, surface, camera, palette, light, depth sorter, loop and input — and the shape a first build should take so it does not come out a diorama. Use when starting an isometric game, setting up a Lattice project, writing the boot or main.ts, adding a game loop to a canvas, choosing a map size or an opening camera, when the world looks small or sits in the middle of an empty background, or when the first screen is blank, black, empty, or the game keeps drawing but stops responding to taps.
traps
The failures in a Lattice game that produce no error and a plausible-looking wrong result — a black screen, a tap that opens the wrong thing, art that floats above its own hill, a frame counter that lies, a game that gets slower at dusk, a save that silently stops being written. Use when something builds and runs but looks or behaves wrong, when a symptom points nowhere near its cause, or before believing that a passing check means anything.
world
Terrain, elevation, roads, paths and walkers in an isometric world. Use when adding hills, a heightfield, a river, a coastline, a road or a route, when moving characters or crowds along a path, when things walk in the wrong place or hitch on diagonals, when the map should be endless, or when a tap picks the wrong tile on sloped ground.
Bio shown is the top-scored skill's repo description as a fallback — real GitHub bios land in a future update.