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startstart 搜索

Agent Skill

start 用于查找、检索和筛选相关信息,适合在 Codex、Claude、Cursor、Gemini CLI 中需要根据关键词、任务场景或来源线索快速定位候选结果时使用。可结合来源仓库、安装命令和原始 README 继续核验具体用法。安装前建议确认权限范围、维护状态,以及是否会触发联网、命令执行或文件读写。

总安装

1,053

周安装

43

GitHub Stars

16,609

下载量

341
CodexClaudeCursorGemini CLI

安装说明

本站只整理中文说明和来源信息,不托管安装包,也不代用户安装。

GitHub

来源数

2

许可证

unknown

最后核验

2026-05-01

来源状态

来源可访问

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:start(start 搜索)
来源仓库:https://github.com/donchitos/claude-code-game-studios
仓库路径:skills/start
安装命令:
npx skills add https://github.com/donchitos/claude-code-game-studios --skill start
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。该命令会通过 npx skills 从第三方来源获取 Skill;本站只展示命令,不托管安装包,也不自动执行。

skills.shnpx skills
npx skills add https://github.com/donchitos/claude-code-game-studios --skill start

简介

该技能引导新用户完成项目初始化和流程熟悉。

  • 适用于从零开始的全新游戏项目启动场景。适用宿主包括 Codex、Claude、Cursor、Gemini CLI,接入前应确认版本、权限和运行环境要求。
  • 动态判断引擎偏好和阶段状态,个性化推荐路径。
  • 首次运行将设置 review mode 配置文件。
  • start 属于研究检索类 Skill,可作为该场景下的辅助能力补充。

SKILL.md

Guided Onboarding

This skill writes one file: production/review-mode.txt (review mode config set in Phase 3b).

This skill is the entry point for new users. It does NOT assume you have a game idea, an engine preference, or any prior experience. It asks first, then routes you to the right workflow.


Phase 1: Detect Project State

Before asking anything, silently gather context so you can tailor your guidance. Do NOT show these results unprompted — they inform your recommendations, not the conversation opener.

Check:

  • Engine configured? Read .claude/docs/technical-preferences.md. If the Engine field contains [TO BE CONFIGURED], the engine is not set.
  • Game concept exists? Check for design/gdd/game-concept.md.
  • Source code exists? Glob for source files in src/ (*.gd, *.cs, *.cpp, *.h, *.rs, *.py, *.js, *.ts).
  • Prototypes exist? Check for subdirectories in prototypes/.
  • Design docs exist? Count markdown files in design/gdd/.
  • Production artifacts? Check for files in production/sprints/ or production/milestones/.

Store these findings internally to validate the user's self-assessment and tailor recommendations.


Phase 2: Ask Where the User Is

This is the first thing the user sees. Use AskUserQuestion with these exact options so the user can click rather than type:

  • Prompt: "Welcome to Claude Code Game Studios! Before I suggest anything, I'd like to understand where you're starting from. Where are you at with your game idea right now?"
  • Options:

- A) No idea yet — I don't have a game concept at all. I want to explore and figure out what to make. - B) Vague idea — I have a rough theme, feeling, or genre in mind (e.g., "something with space" or "a cozy farming game") but nothing concrete. - C) Clear concept — I know the core idea — genre, basic mechanics, maybe a pitch sentence — but haven't formalized it into documents yet. - D) Existing work — I already have design docs, prototypes, code, or significant planning done. I want to organize or continue the work.

Wait for the user's selection. Do not proceed until they respond.


Phase 3: Route Based on Answer

If A: No idea yet

The user needs creative exploration before anything else.

  1. Acknowledge that starting from zero is completely fine
  2. Briefly explain what /brainstorm does (guided ideation using professional frameworks — MDA, player psychology, verb-first design). Mention that it has two modes: /brainstorm open for fully open exploration, or /brainstorm [hint] if they have even a vague theme (e.g., "space", "cozy", "horror").
  3. Recommend running /brainstorm open as the next step, but invite them to use a hint if something comes to mind
  4. Show the recommended path: Concept phase:

- /brainstorm open — discover your game concept - /setup-engine — configure the engine (brainstorm will recommend one) - /art-bible — define visual identity (uses the Visual Identity Anchor brainstorm produces) - /map-systems — decompose the concept into systems - /design-system — author a GDD for each MVP system - /review-all-gdds — cross-system consistency check - /gate-check — validate readiness before architecture work Architecture phase: - /create-architecture — produce the master architecture blueprint and Required ADR list - /architecture-decision (×N) — record key technical decisions, following the Required ADR list - /create-control-manifest — compile decisions into an actionable rules sheet - /architecture-review — validate architecture coverage Pre-Production phase: - /ux-design — author UX specs for key screens (main menu, HUD, core interactions) - /prototype — build a throwaway prototype to validate the core mechanic - /playtest-report (×1+) — document each vertical slice playtest session - /create-epics — map systems to epics - /create-stories — break epics into implementable stories - /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story

If B: Vague idea

  1. Ask them to share their vague idea — even a few words is enough
  2. Validate the idea as a starting point (don't judge or redirect)
  3. Recommend running /brainstorm [their hint] to develop it
  4. Show the recommended path: Concept phase:

- /brainstorm [hint] — develop the idea into a full concept - /setup-engine — configure the engine - /art-bible — define visual identity (uses the Visual Identity Anchor brainstorm produces) - /map-systems — decompose the concept into systems - /design-system — author a GDD for each MVP system - /review-all-gdds — cross-system consistency check - /gate-check — validate readiness before architecture work Architecture phase: - /create-architecture — produce the master architecture blueprint and Required ADR list - /architecture-decision (×N) — record key technical decisions, following the Required ADR list - /create-control-manifest — compile decisions into an actionable rules sheet - /architecture-review — validate architecture coverage Pre-Production phase: - /ux-design — author UX specs for key screens (main menu, HUD, core interactions) - /prototype — build a throwaway prototype to validate the core mechanic - /playtest-report (×1+) — document each vertical slice playtest session - /create-epics — map systems to epics - /create-stories — break epics into implementable stories - /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story

If C: Clear concept

  1. Ask them to describe their concept in one sentence — genre and core mechanic. Use plain text, not AskUserQuestion (it's an open response).
  2. Acknowledge the concept, then use AskUserQuestion to offer two paths:

- Prompt: "How would you like to proceed?" - Options: - Formalize it first — Run /brainstorm [concept] to structure it into a proper game concept document - Jump straight in — Go to /setup-engine now and write the GDD manually afterward

  1. Show the recommended path: Concept phase:

- /brainstorm or /setup-engine — (their pick from step 2) - /art-bible — define visual identity (after brainstorm if run, or after concept doc exists) - /design-review — validate the concept doc - /map-systems — decompose the concept into individual systems - /design-system — author a GDD for each MVP system - /review-all-gdds — cross-system consistency check - /gate-check — validate readiness before architecture work Architecture phase: - /create-architecture — produce the master architecture blueprint and Required ADR list - /architecture-decision (×N) — record key technical decisions, following the Required ADR list - /create-control-manifest — compile decisions into an actionable rules sheet - /architecture-review — validate architecture coverage Pre-Production phase: - /ux-design — author UX specs for key screens (main menu, HUD, core interactions) - /prototype — build a throwaway prototype to validate the core mechanic - /playtest-report (×1+) — document each vertical slice playtest session - /create-epics — map systems to epics - /create-stories — break epics into implementable stories - /sprint-plan — plan the first sprint Production phase: → pick up stories with /dev-story

If D: Existing work

  1. Share what you found in Phase 1:

- "I can see you have [X source files / Y design docs / Z prototypes]..." - "Your engine is [configured as X / not yet configured]..."

  1. Sub-case D1 — Early stage (engine not configured or only a game concept exists): Sub-case D2 — GDDs, ADRs, or stories already exist:

- Recommend /setup-engine first if engine not configured - Then /project-stage-detect for a gap inventory - Explain: "Having files isn't the same as the template's skills being able to use them. GDDs might be missing required sections. /adopt checks this specifically." - Recommend: 1. /project-stage-detect — understand what phase and what's missing entirely 2. /adopt — audit whether existing artifacts are in the right internal format

  1. Show the recommended path for D2:

- /project-stage-detect — phase detection + existence gaps - /adopt — format compliance audit + migration plan - /setup-engine — if engine not configured - /design-system retrofit [path] — fill missing GDD sections - /architecture-decision retrofit [path] — add missing ADR sections - /architecture-review — bootstrap the TR requirement registry - /gate-check — validate readiness for next phase


Phase 3b: Set Review Mode

Check if production/review-mode.txt already exists.

If it exists: Read it and show the current mode — "Review mode is set to [current]." — then proceed to Phase 4. Do not ask again.

If it does not exist: Use AskUserQuestion:

  • Prompt: "One setup choice: how much design review would you want as you work through the workflow?"
  • Options:

- Full — Director specialists review at each key workflow step. Best for teams, learning the workflow, or when you want thorough feedback on every decision. - Lean (recommended) — Directors only at phase gate transitions (/gate-check). Skips per-skill reviews. Balanced approach for solo devs and small teams. - Solo — No director reviews at all. Maximum speed. Best for game jams, prototypes, or if the reviews feel like overhead.

Write the choice to production/review-mode.txt immediately after the user selects — no separate "May I write?" needed, as the write is a direct consequence of the selection:

  • Full → write full
  • Lean (recommended) → write lean
  • Solo → write solo

Create the production/ directory if it does not exist.


Phase 4: Confirm Before Proceeding

After presenting the recommended path, use AskUserQuestion to ask the user which step they'd like to take first. Never auto-run the next skill.

  • Prompt: "Would you like to start with [recommended first step]?"
  • Options:

- Yes, let's start with [recommended first step] - I'd like to do something else first


Phase 5: Hand Off

When the user confirms their next step, respond with a single short line: "Type [skill command] to begin." Nothing else. Do not re-explain the skill or add encouragement. The /start skill's job is done.

Verdict: COMPLETE — user oriented and handed off to next step.


Edge Cases

  • User picks D but project is empty: Gently redirect — "It looks like the project is a fresh template with no artifacts yet. Would Path A or B be a better fit?"
  • User picks A but project has code: Mention what you found — "I noticed there's already code in src/. Did you mean to pick D (existing work)?"
  • User is returning (engine configured, concept exists): Skip onboarding entirely — "It looks like you're already set up! Your engine is [X] and you have a game concept at design/gdd/game-concept.md. Review mode: [read from production/review-mode.txt, or 'lean (default)' if missing]. Want to pick up where you left off? Try /sprint-plan or just tell me what you'd like to work on."
  • User doesn't fit any option: Let them describe their situation in their own words and adapt.

Collaborative Protocol

  1. Ask first — never assume the user's state or intent
  2. Present options — give clear paths, not mandates
  3. User decides — they pick the direction
  4. No auto-execution — recommend the next skill, don't run it without asking
  5. Adapt — if the user's situation doesn't fit a template, listen and adjust

适合场景

01

用户想查找某类 Agent Skill 时

02

需要根据任务场景推荐可安装能力包时

03

需要对比不同来源的安装命令和来源信息时

能力概览

能力 1

按任务关键词查找相关 Skills

能力 2

展示可复制的安装命令

能力 3

保留来源站点、仓库和原始说明,方便继续核验

能力 4

展示第三方安全扫描或审计结果

安装后应在对应宿主中按原始 README 的触发条件使用;具体调用方式请以来源页面和 README 为准。

平台分布

Codex

33.13%
按下载量换算113

Claude

31.58%
按下载量换算108

Cursor

17.49%
按下载量换算60

Gemini CLI

10.04%
按下载量换算34

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

只读

该 Skill 主要提供规则、说明或参考内容,本身偏只读;真正读写文件、联网或执行命令仍取决于宿主 Agent 的任务。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。当前只有一个来源,正式发布前建议补源仓库或其他目录站核验。

来源信息

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