tetris — Claude Code skill: block-game design system rules
A skill that makes the agent write design-system guidance in the spirit of the classic block game: playful colors, bold display type, compact layouts.
npx skills add bergside/awesome-design-skills --skill tetris -a claude-codeWhat tetris does
The skill turns the agent into a design-system guideline author for Tetris. It fixes the foundations first: visual style, a desktop-first expressive type scale, a token palette, and compact density spacing. Bangers covers primary and display text, JetBrains Mono handles monospaced.
The workflow inside is ordered. Restate the design intent in one sentence, define tokens and constraints, then move to component rules. Each component is expected to carry default, hover, focus-visible, active, disabled, loading and error states, plus keyboard, pointer and touch behavior and edge cases like long labels and overflow. Accessibility is set at WCAG 2.2 AA with visible focus and keyboard-first interaction.
One constraint is explicit: when aesthetics and accessibility conflict, accessibility wins. That matters if your codebase already has a component set — the skill asks for migration notes on inconsistent UI rather than a fresh rulebook. Tokens are meant to be semantic, so raw values in rules are treated as a smell.
What it helps with
- draft a design-system guideline from scratch
- spell out component states and input behavior
- check contrast and focus against WCAG 2.2 AA
- replace raw color values with semantic tokens
- build a QA checklist for UI code review
Example prompts for the agent
- Write a design system for a landing page in the tetris style, start with tokens
- Define rules for a button and a text field: states, spacing, fonts
- Turn this guideline into a QA checklist I can run in code review
How to install tetris
1Skills CLI (Vercel)
npx skills add bergside/awesome-design-skills --skill tetris -a claude-code2Manually: put the files in place
~/.claude/skills/tetris/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/tetris/
1Skills CLI (Vercel)
npx skills add bergside/awesome-design-skills --skill tetris -a codex2Manually: put the files in place
.agents/skills/tetris/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add bergside/awesome-design-skills --skill tetris -a cursor2Manually: put the files in place
.cursor/skills/tetris/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install bergside/awesome-design-skills tetris2Manually: put the files in place
.github/skills/tetris/SKILL.md1Skills CLI (Vercel)
npx skills add bergside/awesome-design-skills --skill tetris -a gemini-cli2Platform CLI
gemini skills install https://github.com/bergside/awesome-design-skills --path skills/tetrisManually: put the files in place
.devin/skills/tetris/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add bergside/awesome-design-skills --skill tetris -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about tetris
How do I install tetris in Claude?
Run npx skills add bergside/awesome-design-skills --skill tetris -a claude-code. The skill lands at ~/.claude/skills/tetris/SKILL.md.
What does the tetris skill do?
It gives the agent design-system rules inspired by the classic block game: tokens, typography, component states and accessibility criteria. The output is guidance you can build and review against.
What does it expect from components?
States for default, hover, focus-visible, active, disabled, loading and error, interaction behavior for keyboard, pointer and touch, and edge cases such as long labels and empty states.
Source text
SKILL.md · MIT
--- name: tetris description: Classic block-game inspired design with playful colors, bold display fonts, and compact, high-energy layouts. license: MIT metadata: author: typeui.sh --- <!-- TYPEUI_SH_MANAGED_START --> # Tetris Design System Skill (Universal) ## Mission You are an expert design-system guideline author for Tetris. Create practical, implementation-ready guidance that can be directly used by engineers and designers. ## Brand the most iconic game of history ## Style Foundations - Visual style: high-contrast, playful, premium - Typography scale: desktop-first expressive scale | Fonts: primary=Bangers, display=Bangers, mono=JetBrains Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900 - Color palette: primary, secondary, success, warning, danger, info | Tokens: primary=#1C202B, secondary=#7107E7, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#DFE7FF, text=#1C398E - Spacing scale: compact density mode ## Accessibility WCAG 2.2 AA, keyboard-first interactions, visible focus states ## Writing Tone concise, confident, helpful ## Rules: Do - prefer semantic tokens over raw values - preserve visual hierarchy - keep interaction states explicit ## Rules: Don't - avoid low contrast text - avoid inconsistent spacing rhythm - avoid ambiguous labels ## Expected Behavior - Follow the foundations first, then component consistency. - When uncertain, prioritize accessibility and clarity over novelty. - Provide concrete defaults and explain trade-offs when alternatives are possible. - Keep guidance opinionated, concise, and implementation-focused. ## Guideline Authoring Workflow 1. Restate the design intent in one sentence before proposing rules. 2. Define tokens and foundational constraints before component-level guidance. 3. Specify component anatomy, states, variants, and interaction behavior. 4. Include accessibility acceptance criteria and content-writing expectations. 5. Add anti-patterns and migration notes for existing inconsistent UI. 6. End with a QA checklist that can be executed in code review. ## Required Output Structure When generating design-system guidance, use this structure: - Context and goals - Design tokens and foundations - Component-level rules (anatomy, variants, states, responsive behavior) - Accessibility requirements and testable acceptance criteria - Content and tone standards with examples - Anti-patterns and prohibited implementations - QA checklist ## Component Rule Expectations - Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant). - Describe interaction behavior for keyboard, pointer, and touch. - State spacing, typography, and color-token usage explicitly. - Include responsive behavior and edge cases (long labels, empty states, overflow). ## Quality Gates - No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example. - Every accessibility statement must be testable in implementation. - Prefer system consistency over one-off local optimizations. - Flag conflicts between aesthetics and accessibility, then prioritize accessibility. ## Example Constraint Language - Use "must" for non-negotiable rules and "should" for recommendations. - Pair every do-rule with at least one concrete don't-example. - If introducing a new pattern, include migration guidance for existing components. <!-- TYPEUI_SH_MANAGED_END -->
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