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build-isometric-arpg — Claude Code skill: isometric ARPG in Three.js

A skill that walks the agent through building a playable isometric ARPG: game loop, camera, combat, zones, progression and saves.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add MengTo/Skills --skill build-isometric-arpg -a claude-code
Open on GitHub

What build-isometric-arpg does

The skill sets the order of work on a game: one coherent playable loop first — title and menu, character choice, movement, a single encounter, reward, progression, continuation. Only then does it suggest widening the scope.

Four blocks of instructions sit inside. The first asks the agent to inspect the current entry point, scene loop, content model, controls, save model and tests, and to record the authoritative baseline. The second splits work into vertical slices: movement and camera, one combat verb with damage and death, one enemy with a telegraph and counterplay, a reward with an atomic inventory update, a zone transition. The third keeps runtime boundaries: deterministic simulation state, centralised timing and damage, idempotent save migrations. The fourth covers release checks — unit tests, type and lint checks, a production build, and a real playthrough in the repository-approved browser.

The skill targets Three.js, React and similar web technology. If unmerged work is already sitting in the project, it will not let the agent build dependent pieces on top of a stale branch — that is a reason to merge first.

What it helps with

  • get one playable loop instead of scattered systems
  • break ARPG work into vertical slices with tests
  • centralise timing, damage and cooldowns
  • make saves and migrations atomic
  • prepare fixtures for hard states like boss phase changes

Example prompts for the agent

  • help me design the game loop for an isometric ARPG in Three.js
  • split the combat system into vertical slices with deterministic tests
  • check that simulation state is serializable and combat clocks are not duplicated

How to install build-isometric-arpg

1Skills CLI (Vercel)

npx skills add MengTo/Skills --skill build-isometric-arpg -a claude-code

2Manually: put the files in place

~/.claude/skills/build-isometric-arpg/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/build-isometric-arpg/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about build-isometric-arpg

How do I install build-isometric-arpg in Claude?

Run npx skills add MengTo/Skills --skill build-isometric-arpg -a claude-code. The skill file lands at ~/.claude/skills/build-isometric-arpg/SKILL.md.

What does build-isometric-arpg do?

It guides the agent through building or extending a playable isometric ARPG: game-loop architecture, camera and movement, zones, combat integration, content data, progression and saves.

Which technologies does the skill cover?

It targets Three.js, React and similar web technology. Release validation is expected to run in the browser approved by the repository.

Source text

SKILL.md · MIT
---
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

1. Inspect the current game entry point, scene loop, content model, controls, save model, and tests.
2. Record the authoritative baseline before integrating dependent work. Preserve unmerged work and do not build from a stale branch.
3. 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:

1. Movement, camera, collision, target selection, and pause/restart.
2. One combat verb plus contact, damage, posture, recovery, and death.
3. One enemy with telegraph, decision loop, and counterplay.
4. One reward and atomic inventory/progression update.
5. 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.

© MengTo · MIT · MengTo/Skills

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