Ship indie Unity games solo, fast. The taste your code is missing — Vlambeer, Steve Swink, Jonas Tyroller, and GMTK encoded into every skill.
Package: vibe-game. Unity-only. Not affiliated with or endorsed by Unity Technologies.
This is not a generic game-dev skill. Every skill, every agent, every line of generated code is tuned for the Unity engine:
- 🎯 Engine: Unity 6000.x (preferred) or 2022.3 LTS
- 🎨 Render pipeline: Universal RP (URP) default — Built-in supported
- 🎮 Input: Unity's new Input System (legacy Input Manager supported)
- 📷 Camera: Cinemachine 3.0 for damping, shake, and impulse
- 🎬 Recording: Unity Recorder for devlog GIFs
- 📦 Build target: WebGL → itch.io as the default ship path
No Godot. No Unreal. No Löve2D. Unity, deeply.
Every other Claude skill for game dev gives you templates. None give you taste.
vibe-game is a Unity-focused Claude Code skill pack that doesn't just write Unity code — it has opinions. About game feel. About scope. About when to ship. About what's fun.
It's what you'd get if Vlambeer, Steve Swink, and Jonas Tyroller sat at the next desk while you built your Unity game.
| Skill | What it does in your Unity project |
|---|---|
/vibe-start |
1-page Vibe Brief replaces 50-page GDD. Saved to Assets/_Project/vibe-brief.md. |
/prototype |
Project-aware Unity scene, playable in 30 minutes. Reads your Packages/manifest.json, render pipeline, Input System version, existing MonoBehaviours — generates code that fits your project, not a generic template. |
/juice |
Game feel pass. Cinemachine Impulse for screen shake, Time.timeScale hit-stop, ParticleSystem bursts, animation easing, anticipation. Every change cites its source (Vlambeer P3, Game Feel ch.7). |
/feel-check |
Critical playtester. Scores against Swink's 6 metrics. "This jump feels dead. Here's why. Here's the Unity fix." |
/cut |
Scope killer. Ruthless. Cites solo-dev failure data for every cut. Quantifies hours saved. |
/grab-asset |
Unity asset pipeline — Kenney, OpenGameArt, Itch CC0 → palette-matched → imported with correct PPU/compression settings → added to CREDITS.md. |
/ship |
Unity WebGL build via batch mode → itch.io page draft → launch devlog. One command. |
| Skill | What it does |
|---|---|
/jam-mode |
Game jam workflow with locked scope, auto-checkpoints, CC0-only asset rule, auto-devlog cadence, and hard ship gate at T-2h. |
/devlog |
Generate GMTK-style devlog posts in 3 lengths (Twitter/X, itch.io, blog) with GIF placement guidance. Mood-aware tone. |
/death-watch |
Honest project health diagnostic. Tracks activity, scope drift, playtest gaps. Outputs four paths: PIVOT / SHIP / CUT-AND-CONTINUE / ABANDON. |
/diagnose |
Self-diagnostic for the plugin itself. Validates install integrity, explains the Claude Code "0 skills" counter quirk, lints SKILL.md frontmatter, checks cache freshness. Run when something's confusing. |
A real taste/ library — Vlambeer's 27 juice principles, Steve Swink's Game Feel metrics, Tyroller's 17 indie mistakes, GMTK design patterns — turned into rules the skills cite when they change your Unity code.
Before generating, skills read your Unity project: Input System version (com.unity.inputsystem), render pipeline (URP / HDRP / Built-in), Cinemachine version, existing MonoBehaviour namespaces. The output fits your project — not a YouTube tutorial template.
Heuristic playtest score after every meaningful change:
- Time-to-fun — how many seconds from Play to first interesting moment?
- Decision density — choices per minute
- Feedback latency — input → visual response (ms)
- Surprise quotient — how predictable is the next 30s?
Unity-ready procedural placeholder pipeline: jsfxr SFX (drop-in .wav), shader textures (Quad-ready), Kenney CC0 search with import settings auto-applied.
A dedicated agent whose only job is to say "cut this" — citing post-mortems and quantifying hours saved.
After 2 weeks of low Unity Editor activity / no playtest, /death-watch runs honest project triage with four explicit paths: PIVOT / SHIP / CUT-AND-CONTINUE / ABANDON. No flattery, no cheerleading.
Two starter hooks in hooks/:
- vibe-brief-check — if you edit code in a Unity project without a
vibe-brief.md, reminds you to run/vibe-startfirst. - juice-citation-check — if you touch juice-relevant code without citing a taste source (Vlambeer P#, Game Feel ch.#), nudges you to add the reference.
The moat is cited taste. The hooks enforce it gently.
In Claude Code, from your Unity project root:
/plugin marketplace add ivala2081/vibe-game
/plugin install vibe-game@vibe-games
Then run:
/vibe-game:vibe-start
Requirements:
- Unity 6000.x (preferred) or 2022.3 LTS
- Claude Code v2.1.143+ (for
displayNamesupport) - A Unity project (new or existing — both work)
The plugin auto-discovers your Unity setup (Input System version, render pipeline, Cinemachine, existing controllers) and adapts its output accordingly.
If you want to hack on vibe-game itself:
git clone https://github.com/ivala2081/vibe-game
cd vibe-game
# In Claude Code:
/plugin marketplace add ./
/plugin install vibe-game@vibe-gamesPre-built: see examples/demo-1-cleave/ — a 60-second score-attack
cleave game built end-to-end with vibe-game, including the actual /juice change log and
/feel-check report. Drop the scripts into a fresh Unity project, attach Bootstrap.cs to an
empty GameObject, press Play.
The skills assume — and will configure if missing — this Unity stack:
| Package | Why | Required? |
|---|---|---|
com.unity.inputsystem |
New Input System for clean, polling-free input | Recommended (legacy supported) |
com.unity.cinemachine |
Camera damping, look-ahead, Impulse for shake | Required for /juice camera work |
com.unity.render-pipelines.universal |
URP for performant lit/unlit shaders | Optional (Built-in works) |
com.unity.recorder |
Devlog GIFs and screenshots | Optional (recommended) |
If missing, /prototype adds them to Packages/manifest.json and refreshes.
Assets/_Project/
├── vibe-brief.md ← The 1-page design contract
├── Prototype/
│ ├── Scenes/ ← The playable scene
│ ├── Scripts/ ← Project-aware code
│ ├── Prefabs/ ← Player, dummy targets, etc.
│ └── Input/ ← .inputactions
├── Art/Sourced/ ← /grab-asset downloads with CREDITS.md
├── Audio/Sourced/ ← SFX + music attributions
└── CREDITS.md ← Attribution log for shipped builds
Builds/
├── WebGL/ ← /ship output
├── webgl-build.zip ← itch.io upload
├── itch-page.md ← Page draft
└── devlog-launch.md ← Launch post
These are things you might see in Claude Code v2.x that look like vibe-game problems but aren't. Documented so you don't panic.
Reloaded: 3 plugins · 0 skills · 10 agents · 2 hooks
This counter is mislabeled. It reports the plugin's command_count and prints it as "skill", while your actual SKILL.md files are loaded through a separate code path that the counter ignores. Your skills are loaded. Verify by running /vibe-game:vibe-start — if it executes, you're fine.
Or run /vibe-game:diagnose for a full self-check.
If you edit a SKILL.md file but Claude Code doesn't pick up the changes, the cache is stale. Bump the version in .claude-plugin/plugin.json and run /plugin marketplace update vibe-games — version change forces a fresh clone.
If you ever override the auto-discovery and write "agents": "./agents" in plugin.json, Claude Code rejects it (Invalid input: expected …). The field requires .md file paths, not a directory. Just leave the field out — auto-discovery from agents/ works.
See taste/claude-code-internals.md for the full reference (11 documented quirks with CC1–CC11 IDs).
- Cleave — 60-second score-attack cleave. Charge-and-release timing,
crit windows, mood-aware juice. Built end-to-end with
vibe-game(dogfood test). Read JUICE-LOG.md and FEEL-CHECK.md to see what the skill pack actually outputs.
Demo reel coming with v1.0 — 5 indie Unity games built with vibe-game, each in under 2 hours, full timelapse.
- Vibe before system. Mood and verb come before mechanics.
- 30-minute loop. Every Unity iteration must produce something playable in <30 min.
- Cite the source. Every game feel change references why.
- Cut, don't add. When stuck, the answer is usually "remove."
- Ship the prototype. Indie Unity projects die in polish hell. Get it out.
MIT.
Encoded design knowledge sourced from public talks, books, and devlogs by: Vlambeer (Jan Willem Nijman, Rami Ismail), Steve Swink (Game Feel), Jonas Tyroller, Mark Brown (Game Maker's Toolkit), Derek Yu (Spelunky), and the broader Unity indie dev community.
This skill stands on their shoulders. Buy the book. Watch the talks.
"Unity" is a trademark of Unity Technologies. This project is independent fan tooling, not affiliated with or endorsed by Unity Technologies.