game-prototyping-4f0120 — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-prototyping-4f0120 (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Build playable browser games and game-like interactive prototypes without letting the agent improvise a whole engine from scratch. This skill adapts the useful parts of OpenGame's Game Skill into Workflow conventions: staged context, template-first implementation, explicit asset contracts, archetype packs, and systematic runtime debugging.
Do not assume OpenGame-only tools such as generate_game_assets exist in this repo. Use the available project stack and harness tools. If an asset or game tool is unavailable, state that plainly and pick a reversible fallback.
game-like demo.
levels, scoring, combat, grid logic, or wave/path systems.
experience.
runtime canvas errors.
Do not use this for ordinary dashboard/product UI unless it has real game-loop or game-asset behavior.
Pick the dominant archetype before designing:
platformer: side-view gravity, jumping, platforms, melee/ranged action.top-down: overhead movement, aiming, pathfinding, arena or tilemap worlds.grid-logic: discrete board state, puzzles, tactics, match, roguelike turns.tower-defense: paths, waves, economy, tower placement, target priority.ui-heavy: dialogue, cards, quizzes, menus, battles, story choices.hybrid/custom: combine packs deliberately and name which one owns eachsubsystem.
Use references/archetype-packs.md for the design constraints, asset rules, and verification risks.
Before coding, write a compact GDD-style contract using references/gdd-contract.md. Each section must name the downstream consumer: asset plan, config, scene registration, entity/hooks, levels/content, and verification.
No vague values. Numeric tuning, scene keys, asset keys, and control schemes must be concrete enough to implement and test.
Use a proven engine/library for the core loop when available:
Prefer hook overrides, behavior composition, config edits, and copied template files over rewriting base systems. Only add a new engine subsystem when no local template/library covers the required mechanic.
Use references/asset-protocol.md to create an asset registry first. Keep keys stable across the asset manifest, animation definitions, config, and code.
Generate assets in small batches with one style anchor. Verify each asset loads in the browser before declaring the game playable.
Keep early context light:
This avoids filling the context with heavy implementation manuals before the design and asset contract are stable.
Build the first playable loop before adding breadth:
Each slice must leave the game runnable.
Follow references/debug-protocol.md:
layout, and asset loading.
For Three.js, also follow this repo's frontend instruction to verify canvas pixels across desktop and mobile viewports.
After a successful game/prototype, decide whether it produced a reusable template, check, asset convention, or archetype rule. If yes, update this skill or its references through skill-authoring. If the same failure recurs across sessions, use auto-iterate.
references/opengame-source.md: source audit and adaptation boundary.references/gdd-contract.md: downstream-aware game spec format.references/asset-protocol.md: asset planning, naming, prompts, and checks.references/archetype-packs.md: platformer, top-down, grid, tower defense,and UI-heavy packs.
references/debug-protocol.md: game-specific verification and failureprotocol.
references/template-evolution.md: when and how to promote reusable gametemplates.
frontend-ui-engineering: non-game UI polish, accessibility, responsivelayout.
browser-testing-with-devtools: runtime browser verification.debugging-and-error-recovery: root-cause debugging outside game-specificchecks.
spec-driven-development: larger product specs and acceptance criteria.skill-authoring: updating this skill or adding reusable references.~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.