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op7418/guizang-game-skill

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A Claude Code/Codex skill that guides AI agents through building a playable 3D browser action game.

151
20
JavaScript
AGPL-3.0
new today

What this is

This repository packages a workflow skill for AI coding assistants such as Claude Code and Codex. Instead of asking the agent to improvise a 3D game from scratch, it supplies a tested multi-stage process: clarify requirements, connect the user's asset-generation tools, build the scene and combat, self-check screenshots, then package the result into a single web page. It ships with a playable demo, Wusuo Shanmen (雾锁山门), a top-down wuxia action game with one scene, a mob encounter and a boss fight.

The skill's reference material covers asset generation, character rigging and animation, combat feel, VFX/UI/audio, known pitfalls and packaging. Reusable scripts handle input, a local server and three packaging targets: an offline single HTML file, a static site that renders before loading assets, and a size-constrained offline bundle for restricted containers.

It suits people who can iterate with an AI assistant on a browser game and who have, or can substitute, some asset tools. It is not a one-prompt game generator.

Quick start

Prerequisites: Node.js 18+ for local serving and packaging. Asset tools are optional but improve results; the README suggests Tripo for image-to-3D and rigging, Jimeng or another image tool for concept art and voice, and Suno for music. Without them the skill falls back to free assets and procedural geometry.

  1. Install the skill by cloning into the skills directory used by your assistant:
git clone https://github.com/op7418/guizang-game-skill ~/.claude/skills/guizang-game-skill

For Codex and other tools, clone into their respective skills directories. 2. Start a conversation with a concrete request, for example: "Build a top-down web 3D action game with a wuxia theme: one scene, one wave of mobs, one boss. I have Tripo and Jimeng available." 3. Follow the staged flow: research and planning → concept and assets → animation → combat feel and effects → audio and packaging. The agent should ask clarifying questions, connect your asset tools and verify screenshots before packaging.

To see the target quality first, play the hosted demo in a desktop or mobile browser; no installation is required.

Constraints and caveats

The skill has only been run end-to-end on one project, with a second planning-level comparison test. It can steer an agent away from common mistakes but does not guarantee the quality of the final game. Expect repeated playtest feedback: the author describes seven rounds of testing with 5–10 issues per round, and notes that describing problems vaguely ("the movement feels stiff") relies on the agent translating that into concrete fixes.

Results depend heavily on the asset toolchain. Text-to-3D directly produced poor quality in the author's experience; generating concept art first and then converting to 3D worked better. Node.js 18+ is required for serving and packaging. The skill's documentation and scripts are AGPL-3.0; the demo game's art, models, voice, music and text on the gh-pages branch are all rights reserved and may not be republished, renamed or used commercially without permission.

HotRepo's take

The project appeared on the JavaScript new-project list on 2026-11-12 with 109 stars gained in roughly 14 hours and 14 forks, matching the 109-star total captured that day. That is a strong first-day signal for a skill package, which usually spreads through the author's audience rather than through code reuse.

The substance here is the documented process and the demo, not a runtime library: readers can judge it by playing the hosted demo and reading the reference files on combat feel, pitfalls and packaging. The author's own caveat—one full project and one planning test—sets a realistic expectation for how much the skill can generalize.

Project source and documentation

Written by AI from the project's README, updated . The project's own docs are the source of truth.

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