2d-games — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited 2d-games (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.
A working reference for the systems that make a 2D game feel responsive and look coherent.
Art that is loaded and drawn efficiently keeps frame times low and motion legible.
How to organize sprite data:
Making motion feel alive:
Grid-based levels are fast to author and cheap to render.
| Decision | Guidance |
|---|---|
| Tile dimension | Stick to a power of two — 16, 32, or 64 px — and stay consistent |
| Terrain edges | Lean on auto-tiling so corners and borders pick themselves |
| Collision data | Approximate with coarse shapes, not the exact painted pixels |
A typical layer stack, back to front:
| Collider | Best for |
|---|---|
| Box | Crates, platforms, walls |
| Circle | Coins, bombs, anything round |
| Capsule | Player and enemy bodies |
| Polygon | Irregular hand-authored shapes |
Key choices when wiring up physics:
| Style | Where it fits |
|---|---|
| Follow | Keep the avatar centered |
| Look-ahead | Bias the view toward facing direction |
| Multi-target | Frame two players at once with co-op |
| Room-bounded | Snap between chambers in a metroidvania |
Screen shake, used with restraint:
Platformers live or die on jump feel:
Top-down games turn on movement granularity:
| Pitfall | Better approach |
|---|---|
| One texture per sprite | Batch them into an atlas |
| Collision matching every pixel | Approximate with simple shapes |
| A camera that snaps and stutters | Interpolate toward the target |
| Mixing pixel-perfect with a physics body | Commit to a single model |
Bottom line: in 2D there is nowhere to hide — make every pixel say something.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.