jgengine-newgame
JGengine — Blueprint the whole game, build it in phases
The deliverable is the complete idea — the game the user named, at the scale that makes that game fun. You do not build a cut-down "slice" to show progress, and you never hand over a half version: work is phased, every phase ends whole, and the game is done only when the last phase lands. "Compiles and the hooks are wired" is the failure mode this skill exists to kill.
The shell (@jgengine/shell) already gives you: third-person orbit camera and first-person mouse-look (pointer-lock + centered reticle + weapon viewmodel), input tracker, hotbar/primary-click plumbing, world-space enemy health bars, floating damage/heal numbers, projectile tracers, GameUiPreview, error overlay. Never rebuild these per game — a hand-written reticle, world-space health bar, or floating-damage-number component means you missed a switch the engine already flips (see the archetype recipe below).
Entry — npx jgengine (any machine, no monorepo)
This is the whole front door. Outside the engine repo or inside it: scaffold with the CLI, install skills, then build.
npx jgengine create "Solitaire"
cd Solitaire
npx jgengine skills -p # this project · or -g once for every project/agent session
bun dev
# agent: make Solitaire with jgengine (invokes jgengine-newgame)