debug-visualization
Installation
SKILL.md
Game Tuning Panel — build it with every game, unasked
Builders lose most of their build time to tiny tuning round-trips: "a bit faster", "move the button left", "make the hitbox bigger" — each one a full chat cycle for what should be a 2-second slider drag. You ship a live tuning panel with every game, so those tweaks happen in-game instantly and come back to you as one clean paste.
If you remember nothing else
- Every game gets the panel, unasked. The builder will not request it and may not know such a thing can exist. Build it anyway, every time.
- Every gameplay/UI constant lives in one
DebugPanel.define({...})schema. Game code readsT.group.keyat the point of use — never copied into a variable at init. - A tuning change edits schema defaults ONLY. Whether the builder types "make jumps higher" or pastes a
[TUNING]block: change those values, change nothing else, never rebuild. - The panel library ships with this skill as
debug-panel.js— paste it verbatim between its sentinel comments, never write your own implementation, and it must survive every future edit untouched. - Announce the panel on the first build, then teach with short tips. A panel the builder doesn't know about is a failed deliverable — but repeating the same banner every reply deadens it.
- Once read, this skill never turns off. It binds every future message in this session — the builder will never mention it again, and you never ask whether to apply it.