MCPInstall

quick-game

Rapidly scaffold and implement a playable game — no assets, design, audio, deploy, or monetize. Get something on screen fast. Use when the user says "quick game", "fast prototype", "just get something playable", or wants a game without the full pipeline. For the complete one-shot pipeline (deploy + monetize), use /viral-game instead. For a milestone-driven project, use /make-game. Do NOT use for production games.

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/playableintelligence/game-creator --skill quick-game
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads quick-game automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Performance Notes

  • Take your time to do this thoroughly
  • Quality is more important than speed
  • Do not skip validation steps

Quick Game (Fast Prototype)

Build a playable game prototype as fast as possible. This is /viral-game without the polish — just scaffold + implement the core loop. Get something on screen, then incrementally add layers with /add-assets, /design-game, /add-audio, /game-deploy, and /monetize-game.

What you'll get:

  1. A scaffolded game project with clean architecture
  2. Core gameplay — input, movement, scoring, fail condition, restart
  3. A running dev server you can play immediately

What you skip (run these later if you want):

  • /add-assets — pixel art sprites (2D) or 3D models
  • /design-game — visual polish, particles, transitions
  • /add-audio — music and sound effects
  • /record-promo — promo video capture
  • /game-deploy — deploy to here.now
  • /monetize-game — Play.fun integration

Instructions

Step 0: Parse arguments

Parse $ARGUMENTS to determine the game concept:

Direct specification: [2d|3d] [game-name]

  • Engine: 2d (Phaser) or 3d (Three.js). If not specified, default to 2d.
  • Name: kebab-case. If not specified, ask the user.

Tweet URL: If arguments contain a tweet URL (x.com/*/status/*, twitter.com/*/status/*, fxtwitter.com/*/status/*):

  1. Fetch the tweet using the fetch-tweet skill
  2. Default to 2D
  3. Creatively abstract a game concept from the tweet
  4. Generate a kebab-case name
  5. Tell the user what you'll build

Meshy API Key (3D only): If 3D, check for MESHY_API_KEY. If missing, ask the user (link to https://app.meshy.ai). Store for model generation.

Step 1: Scaffold + Implement

Infrastructure (main thread):

  1. Locate the template directory — check ~/.claude/plugins/cache/local-plugins/game-creator/*/templates/ or templates/ relative to this plugin
  2. Target directory: If inside the game-creator repo, create in examples/<game-name>/. Otherwise, create in ./<game-name>/.
  3. Copy the template:
    • 2D: templates/phaser-2d/ → target
    • 3D: templates/threejs-3d/ → target
  4. Update package.json name and index.html title
  5. Run npm install
  6. Start the dev server (npm run dev) in the background. Check port availability first — if 3000 is taken, try 3001, 3002, etc.

Game implementation (subagent via Task):

Launch a Task subagent with:

You are building a quick game prototype. Speed is the priority — get a playable core loop working.

Project path: <project-dir> Engine: <2d|3d> Game concept: <description> Skill to load: phaser (2D) or threejs-game (3D)

Implement in this order:

  1. Input (touch + keyboard from the start)
  2. Player movement / core mechanic
  3. Fail condition (death, collision, timer)
  4. Scoring
  5. Restart flow (GameState.reset() → clean slate)

Scope: 1 scene, 1 mechanic, 1 fail condition. Keep it tight.

Rules:

  • All cross-module communication via EventBus
  • All magic numbers in Constants.js
  • No title screen — boot directly into gameplay
  • No in-game score HUD — Play.fun widget handles score display
  • Mobile-first input: touch + keyboard, use unified InputSystem pattern
  • Import SAFE_ZONE from Constants.js — keep UI below SAFE_ZONE.TOP
  • Minimum 7-8% canvas width for collectibles/hazards
  • Character sizing: GAME.WIDTH * 0.12 to GAME.WIDTH * 0.15 for character-driven games
  • Preserve the template's createButton() helper in GameOverScene — do NOT rewrite it
  • Wire spectacle events: SPECTACLE_ENTRANCE, SPECTACLE_ACTION, SPECTACLE_HIT, SPECTACLE_COMBO, SPECTACLE_STREAK, SPECTACLE_NEAR_MISS
  • Add isMuted to GameState for future audio support
  • Ensure restart is clean — 3 restarts in a row should work identically

Step 2: Verify

After the subagent returns:

  1. Run npm run build in the project directory to confirm no errors
  2. If the build fails, fix the issues (up to 2 retries)
  3. If Playwright MCP is available, navigate to the dev server, take a screenshot, and do a quick visual check

Example Usage

2D game

/quick-game 2d asteroid-dodge

Result: Copies Phaser template → implements player ship, asteroid spawning, collision death, score counter, restart flow → dev server running at localhost:3000 in ~2 minutes. Shapes only, no polish.

From tweet

/quick-game https://x.com/user/status/123456

Result: Fetches tweet → abstracts game concept → scaffolds and implements a playable prototype inspired by the tweet content.

Troubleshooting

Game scaffolds but won't start

Cause: Vite config or import paths incorrect. Fix: Verify vite.config.js has correct root. Check that main.js is referenced in index.html.

Missing core files

Cause: Scaffold skipped EventBus/GameState/Constants. Fix: Every game needs core/EventBus.js, core/GameState.js, core/Constants.js. Re-run scaffold or create manually.

Done

Tell the user:

Your game is running at http://localhost:<port>. Open it in a browser to play!

To keep building, run these commands:

  • /add-assets — replace shapes with pixel art sprites
  • /design-game — add visual polish (particles, gradients, juice)
  • /add-audio — add music and sound effects
  • /game-deploy — deploy to the web
  • /monetize-game — add Play.fun integration

Or run /viral-game next time for the full one-shot pipeline (assets, polish, deploy, monetize all in one go).

FAQ

What does the quick-game skill do?

Rapidly scaffold and implement a playable game — no assets, design, audio, deploy, or monetize. Get something on screen fast. Use when the user says "quick game", "fast prototype", "just get something playable", or wants a game without the full pipeline. For the complete one-shot pipeline (deploy + monetize), use /viral-game instead. For a milestone-driven project, use /make-game. Do NOT use for production games.

How do I install quick-game?

Run npx skills add https://github.com/playableintelligence/game-creator --skill quick-game in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/quick-game/ (personal) or .claude/skills/quick-game/ (project).

Which AI agents can use quick-game?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is quick-game safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains quick-game?

It is published by playableintelligence in playableintelligence/game-creator. It has 874 recorded installs.

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