2d-games
2D game development principles. Sprites, atlases, tilemaps, physics, cameras, and genre patterns (platformer, top-down). Use for canvas/Phaser/Kaplay/Pixi 2D games or guest viewports inside hybrid web apps.
How do I install this agent skill?
npx skills add https://github.com/sickn33/agentic-awesome-skills --skill game-developmentIs this agent skill safe to install?
- Gen Agent Trust Hubpass
The skill provides architectural guidance for game development across Web, Mobile, PC, and VR/AR platforms. It contains no executable code or scripts and focuses on educational principles, framework selection, and best practices. No security vulnerabilities were detected.
- Socketpass
No alerts
- Snykpass
Risk: LOW · No issues
What does this agent skill do?
2D Game Development
Principles for 2D game systems. Pair with
game-development/web-games/game-development/engine-selectionfor framework choice.
Shell vs guest (web)
| Setup | 2D systems live… |
|---|---|
| Full-screen 2D game | Entire app (Phaser/Kaplay/Pixi/Canvas) |
| Hybrid DOM + challenges | Only inside guest viewports; tear down when done |
1. Sprite Systems
| Component | Purpose |
|---|---|
| Atlas | Combine textures, reduce draw calls |
| Animation | Frame sequences (often 8-24 FPS) |
| Pivot | Rotation/scale origin |
| Layering | Z-order control |
Animation Principles
- Squash and stretch for impact
- Anticipation before action
- Follow-through after action
2. Tilemap Design
| Factor | Recommendation |
|---|---|
| Size | 16x16, 32x32, 64x64 |
| Auto-tiling | Use for terrain |
| Collision | Simplified shapes |
| Layer | Content |
|---|---|
| Background | Non-interactive scenery |
| Terrain | Walkable ground |
| Props | Interactive objects |
| Foreground | Parallax overlay |
3. 2D Physics
| Shape | Use Case |
|---|---|
| Box | Rectangular objects |
| Circle | Balls, rounded |
| Capsule | Characters |
| Polygon | Complex shapes |
- Choose a movement/collision model per mechanic; pixel-art rendering can coexist with physics
- Fixed timestep for consistency
- Layers for filtering
4. Camera Systems
| Type | Use |
|---|---|
| Follow | Track player |
| Look-ahead | Anticipate movement |
| Multi-target | Two-player |
| Room-based | Metroidvania |
| Static | Board games, modal skill-checks |
Screen Shake
- Short duration (50-200ms)
- Diminishing intensity
- Use sparingly
5. Genre Patterns
Platformer
- Coyote time (leniency after edge)
- Jump buffering
- Variable jump height
Top-down
- 8-directional or free movement
- Aim-based or auto-aim
- Decide whether rotation matters
6. Anti-Patterns
| ❌ Don't | ✅ Do |
|---|---|
| Separate textures | Use atlases |
| Complex collision shapes | Simplified collision |
| Jittery camera | Smooth following |
| Uncoordinated movement and physics | Define one authority per body |
| Orphaned RAF/listeners after a guest closes | Full teardown |
Remember: 2D is about clarity. Every pixel should communicate.
When to Use
Use for canvas/Phaser/Kaplay/Pixi 2D systems, or guest viewports inside hybrid web apps.
Example
User request:
Add coyote time and jump buffering to our platformer while preserving the fixed physics timestep and testing corner collisions.
Limitations
- Use this skill only when the task clearly matches the scope described above.
- Do not treat the output as a substitute for environment-specific validation, testing, or expert review.
- Stop and ask for clarification if required inputs, permissions, safety boundaries, or success criteria are missing.
How can the creator link this skill?
Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.
<a href="https://skillzs.dev/skills/sickn33/agentic-awesome-skills/game-development">View 2d-games on skillZs</a>