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2D Game Development

A finished small game in weeks, with feel that actually lands.

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Install URLhttps://ai-skills-vault.pages.dev/skills/game-dev-2d.md
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Read the skill at https://ai-skills-vault.pages.dev/skills/game-dev-2d.md and install it as a skill in your agent. Follow it exactly, including its checklists. Then ask me the questions it requires and do the work.

A finished small game beats an unfinished big one. Scope is the only real skill.

When to use this skill

Stage 1 - Scope it brutally

Write the one-sentence core loop: "The player ___ to ___, and the risk is ___."

Then set hard limits and do not negotiate with yourself:

LimitFirst game
Mechanics1
Levels / waves5-10
Enemies / obstacles3
Screensmenu, game, game-over
Total dev time2-4 weeks
Artone style, one palette

If a feature is not required for the loop to be fun, it is in v2. Multiplayer, achievements, leaderboards, shop: v2.

Stage 2 - Engine choice

EngineBest forLanguage
Godot 42D games, desktop + mobile export, freeGDScript
Phaser 3Browser games, instant share linkJavaScript
UnityBigger 2D projects, huge ecosystemC#
Love2DTiny prototypes, jamsLua
Kaboom.jsVery fast web prototypesJavaScript

For a web game you want to share by URL: Phaser or Kaboom. For mobile export with real performance: Godot 4. Pick in 10 minutes and do not revisit.

Stage 3 - Build the loop before any art

  1. Grey boxes and circles. No sprites, no sound.
  2. One input, one action, one feedback.
  3. Play it for 5 minutes. If it is not fun with rectangles, art will not save it.

Fun comes from: a clear goal, a readable threat, a tight feedback loop, and slightly increasing pressure. Not from particle effects.

Stage 4 - Feel (this is what separates good from lifeless)

Stage 5 - Art and audio pipeline

Stage 6 - Difficulty curve

Stage 7 - Performance

Stage 8 - Save, settings, accessibility

Stage 9 - Publish

Quality checklist

Copy-ready agent prompt

Read the skill at the URL above. My game idea is one sentence: I will tell you. First force me to scope it to the Stage 1 limits and pick an engine from the table. Then give me the project structure, the player controller with input buffering and coyote time, the enemy and spawn logic, the difficulty ramp for 8 levels, and the juice checklist implemented as code. Flag every feature I ask for that belongs in v2.
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