analyze-game-implementation
Analyze game source code and write a concise implementation summary for downstream testing.
Skill by NetX-lab
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About
Use cases: testing, writing
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Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
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Files it touches
~/.claude/skills/analyze-game-implementation
What's inside
- Skill name
analyze-game-implementation- Description
- Analyze game source code and write a concise implementation summary for downstream testing. Use when keypoint verification needs implementation-aware controls, physics, and timing mapping.
- License
- MIT
- Instructions
- 150 lines in SKILL.md · view on GitHub
Files (1)
- SKILL.md
SKILL.md (first lines)
## Overview
Reads game source code, extracts key insights, and **outputs a concise analysis to the conversation**.
Also writes the same analysis to a file under `runs/` so downstream worker runs (which may not inherit conversation context) can reuse it reliably.
Contract references:
- Canonical API contract: `docs/inter_skills_structure.md`
- Workflow graph and orchestration semantics: `docs/agentic_workflow_graph_api.md` (non-canonical)
## Input
Parse parameters from the user request (support both styles):
- Key/value: `game_name=mario_game run_id=20260207_235942`
- Positional: `mario_game 20260207_235942`
Required:
- `game_name`
Optional:
- `run_id` (default: generate `YYYYMMDD_HHMMSS` via `date +%Y%m%d_%H%M%S`)
Set:
- `output_dir = runs/{game_name}/{run_id}/`
## Files to Read
1. `games/{game_name}/src/` - ALL source files
2. `games/{game_name}/data.md` - state schema, controls, physics
3. `games/{game_name}/keypoints.md` - what to test
## Output
**Outputs:**
1. Write the analysis to the conversation (human-readable summary).
2. Write the same content to: `runs/{game_name}/{run_id}/implementation_analysis.md`
This avoids relying on context inheritance and keeps downstream testing deterministic.
## Workflow
1. Resolve `game_name` and `run_id` from the user request. If `run_id` is missing, compute it with Bash: `date +%Y%m%d_%H%M%S`.
2. Create `output_dir` with Bash: `mkdir -p runs/{game_name}/{run_id}`.
3. Read:
- `games/{game_name}/src/**`
- `games/{game_name}/data.md`
- `games/{game_name}/keypoints.md`
4. Produce the analysis in the exact "Output Format" section below (markdown).
5. Write the analysis to `runs/{game_name}/{run_id}/implementation_analysis.md`.
## Analysis Content
Analyze and document:
### 1. Input → Code Mapping
```markdown
## Controls Mapping
| Action | Key | Code Effect |
|--------|-----|-------------|
| Move Right | ArrowRight | player.velocityX = 5 |
| Jump | Space | player.velocityY = -10 (if onGround) |
```
### 2. Physics & Timing
```markdown
## Physics
- Frame Rate: 60fps (16.67ms/frame)
- Player Speed: 5px/frame → 300px/second
- Gravity: 0.5px/frame²
- Jump Duration: ~40 frames to apex
```
### 3. Collision Detection
```markdown
## Collision
- Method: AABB rectangle overlap
- Check Frequency: Every frame after position update
- Player-Item: Immediate collection, item.active = false
- Player-Enemy: Side contact = damage, Top contact = kill enemy
```
### 4. State Transitions
```markdown
## State Transitions
| Trigger | Condition | Result |
|---------|-----------|--------|
| Collect Mushroom | player.state == 'small' | player.state = 'big', height = 40 |
| Take Damage | player.state == 'big' | player.state = 'small', height = 20 |
```
### 5. Keypoint-Specific Guidance
```markdown
## Keypoint Implementation Notes
### Keypoint 1: Player moves right
- Initial X: any valid position (e.g., 400)
- Action: ArrowRight for 1000ms = 60 frames × 5px = 300px
- Verify: finalState.player.x > initialState.player.x + 250
### Keypoint 2: Boundary collision
- Initial X: canvas.width - player.width - 10 (near right edge)
- Action: ArrowRight for 500ms
- Verify: finalState.player.x <= canvas.width - player.width
```
## Output Format (to conversation)
Output a condensed view in the following format:
```markdown
# Game Analysis: {game_name}
## Controls Mapping
| Action | Key | Code Effect |
|--------|-----|-------------|
| Move Right | ArrowRight | player.velocityX = 5 |
| Jump | Space | player.velocityY = -10 (if onGround) |
## Physics & TimingFrom NetX-lab/GameGen-Verifier, MIT.
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Signals
- Stars
- 3
- Forks
- 0
- Open issues
- 0
- Last commit (this folder)
- Jun 7, 2026 (4 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- Repository
- github.com/NetX-lab/GameGen-Verifier
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
More from NetX-lab
- 0.519score
distill-verified-keypoints
NetX-lab
Extract discrete, verifiable, specification-first keypoints from a game description for subsequent evaluation of game logic correctness.
SkillCFreshness: C★ 3Claude Code +9 - 0.519score
game-gen-with-data
NetX-lab
Generate a runnable TypeScript game from a game description file, plus data.md and a state injection API for evaluation.
SkillCFreshness: C★ 3Claude Code +9 - 0.519score
auto-eval
NetX-lab
Run the full game-gen-eval pipeline in normal mode (state injection + visual interaction verification) from a generated game.
SkillCFreshness: C★ 3Claude Code +9 - 0.513score
keypoint-orchestrator
NetX-lab
Orchestrate normal keypoint testing with bounded concurrency.
SkillCFreshness: C★ 3Claude Code +9 - 0.511score
short-interaction-verification
NetX-lab
Execute Playwright verification for one concrete short interaction and write result artifacts.
SkillCFreshness: C★ 3Claude Code +9 - 0.511score
generative-state-construction
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Convert fuzzy keypoint text into concrete short interaction data for executable verification.
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analyze-game-implementation skill. Agent Mart. https://agentmart.dev/skills/netx-lab-analyze-game-implementation (last updated 2026-10-24)