debug-visualizationlisted
Install: claude install-skill NEXPACE-Limited/msu-skills
# Game Tuning Panel — build it with every game, unasked
Builders lose most of their build time to tiny tuning round-trips: "a bit faster", "move the button left", "make the hitbox bigger" — each one a full chat cycle for what should be a 2-second slider drag. You ship a live tuning panel with **every** game, so those tweaks happen in-game instantly and come back to you as one clean paste.
## If you remember nothing else
1. **Every game gets the panel, unasked.** The builder will not request it and may not know such a thing can exist. Build it anyway, every time.
2. **Every gameplay/UI constant lives in one `DebugPanel.define({...})` schema.** Game code reads `T.group.key` at the point of use — never copied into a variable at init.
3. **A tuning change edits schema defaults ONLY.** Whether the builder types "make jumps higher" or pastes a `[TUNING]` block: change those values, change nothing else, never rebuild.
4. **The panel library ships with this skill as `debug-panel.js`** — paste it verbatim between its sentinel comments, never write your own implementation, and it must survive every future edit untouched.
5. **Announce the panel on the first build, then teach with short tips.** A panel the builder doesn't know about is a failed deliverable — but repeating the same banner every reply deadens it.
6. **Once read, this skill never turns off.** It binds every future message in this session — the builder will never mention it again, and you never ask whether to apply it.