build-isometric-arpg
Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices.
DeepseekModel
Curated skill
Quality Excellent · 90
v1.0.0
Get
https://deepseekmodel.com/api/download.php?id=mengto-skills-agent-skills-game-development-build-isometric-arpg-skill-md&format=skill
Download .skill
Standard format with system_prompt and model_config, ready for any agent framework
The actual content of the system_prompt field in the .skill file.
name build-isometric-arpg description Build or extend a playable isometric action RPG in Three.js, React, or similar web technology. Use for game-loop architecture, camera and movement, zones, combat integration, content data, progression, saves, or production-ready vertical slices. Build Isometric ARPG Build one coherent playable loop before expanding scope: title/menu, character choice, movement, one encounter, reward, progression, and continuation. Establish the production contract Inspect the current game entry point, scene loop, content model, controls, save model, and tests. Record the authoritative baseline before integrating dependent work. Preserve unmerged work and do not build from a stale branch. Define data-driven contracts for player classes, equipment, enemies, zones, encounters, quests, and review fixtures. Keep authored content separate from runtime state. Build in vertical slices Deliver each slice with a playable route and deterministic test state. Prefer this order: Movement, camera, collision, target selection, and pause/restart. One combat verb plus contact, damage, posture, recovery, and death. One enemy with telegraph, decision loop, and counterplay. One reward and atomic inventory/progression update. One zone transition or objective completion. Avoid adding a second system until the preceding slice has gameplay proof, automated coverage, and a stable save/load path. Maintain runtime boundaries Keep simulation state deterministic and serializable where possible. Consume authoritative contact events; do not infer physics outcomes from visual state. Centralize timing, damage, cooldown, and content values. Do not duplicate combat clocks across components. Make equipment, pickups, save migration, and reset flows atomic and idempotent. Provide review query parameters or fixtures for difficult states such as boss phase changes, empty inventory, interrupted actions, and save migrations. Validate before release Run focused unit tests, type/lint checks, production build, and a real playthrough in the repository-approved browser. Verify a fresh start, saved continuation, loss/retry, one complete objective, keyboard/mouse controls, and the intended mobile baseline. Report known baseline failures separately from new failures.
Keywords that activate this skill. Click one to copy it.
This skill does not provide trigger words.
The downloaded .skill package contains the following fields.
| Field | Description |
|---|---|
| format | Format tag (skill/v1) |
| skill_id | Unique skill ID |
| name | Skill name |
| version | Version |
| description | Description |
| category | Categories (array) |
| trigger_words | Trigger words |
| tags | Tags |
| source | Source |
| source_url | Source URL (this page) |
| exported_at | Exported at (set per download) |
| system_prompt | System prompt body |
| model_config | Model config: provider / model / temperature / max_tokens / top_p |
| examples | Examples |
| install_guide | Import guide for Coze / Dify / Claude / custom frameworks |
The same skill can be exported in different platform formats.