/gauntlet-loop
GAME skill. Run Matt Shumer's aim prompt to build a game against a named reference (COD, Hades, Brotato, …) — fill three paragraphs, execute, fan-out + harsh critic + blind A/B until the human stops you. Pure prompt; no harness. Art: image gen for 2D/textures, Blender MCP for 3D
$ npx -y skills add duolahypercho/gauntlet-loop --skill gauntlet-loop --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
- Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
- You can call itInvoke it directly when you want it.
- Slash command
/gauntlet-loop
Context preview
The summary Claude sees to decide when to auto-load this skill.
GAME skill. Run Matt Shumer's aim prompt to build a game against a named reference (COD, Hades, Brotato, …) — fill three paragraphs, execute, fan-out + harsh critic + blind A/B until the human stops you. Pure prompt; no harness. Art: image gen for 2D/textures, Blender MCP for 3D
SKILL.md
gauntlet-loop.SKILL.mdname: gauntlet-loop
description: >-
GAME skill. Run Matt Shumer's aim prompt to build a game against a named
reference (COD, Hades, Brotato, …) — fill three paragraphs, execute, fan-out
+ harsh critic + blind A/B until the human stops you. Pure prompt; no harness.
Art: image gen for 2D/textures, Blender MCP for 3D meshes — both feed the game.
Claude (/gauntlet-loop, /loop) and Codex ($gauntlet-loop, /goal). Use for
Gauntlet Loop, aim prompt, one-prompt game build, COD-style loop.
argument-hint: "[game to build] [optional: against REFERENCE] [optional: in STACK]"
Gauntlet Loop
**This is a game skill.** Pure prompt. No functions.
On invoke you are building a **game** to the level of a named reference game. Fill the three-paragraph aim prompt, then **run it**. Do not paste it for the user. Do not build a capture suite, state machine, or scoring framework around it. The prompt *is* the method.
1. Read [AGENTS.md](AGENTS.md) — the prompt + game defaults + what not to invent. 2. Read the harness overlay for loop verbs only:
- **Claude Code** → [CLAUDE.md](CLAUDE.md) (`/loop`, `ultracode`)
- **Codex** → [CODEX.md](CODEX.md) (`/goal`)
3. Infer nouns from `$ARGUMENTS` / the message. Default domain = **game**. One question max if `THING` is missing. 4. Fill → execute on the game → keep going until the human stops you.
/gauntlet-loop a COD-style FPS in ThreeJS
/gauntlet-loop Hades-like roguelike in Godot
/gauntlet-loop Brotato-like arena survivor in Godot
Art for the game (not instead of the game)
| Need | Tool | Doc | |---|---|---| | Sprites, textures, UI pixels, concepts | **Image gen** | [ASSETS.md](ASSETS.md) | | 2D hero/monsters (Brotato-like) | **Image gen sprite factory** (style lock → hero → batch → import) | [ASSETS.md](ASSETS.md) | | Real meshes, GLB/FBX, 3D props/weapons | **Blender MCP** | [BLENDER_MCP.md](BLENDER_MCP.md) + [ASSETS.md](ASSETS.md) |
Critic grades **in-game frames** vs the real reference game. Art tools only close asset gaps — then wire into the playable build. For 2D sprite games, characters/monsters are image-gen sprites with one locked art language — not Blender, not procedural ovals.
Do not
- Treat this as a generic site/deck skill — **games first**
- Dump the prompt and stop — **you run it**
- Invent tools, harnesses, contracts, or round machinery
- Soften the critic / lower the reference / invent a stop condition
- End after one cycle and ask whether to continue
- Mix harness verbs (`/loop` on Codex, `/goal` on Claude, `ultracode` on Codex)
- Lag the game out with capture farms / headless engine spam — the game stays playable
- Replace the game loop with endless image-gen or Blender-only rounds
Fills: [examples.md](examples.md)
Read more
name: gauntlet-loop description: >- GAME skill. Run Matt Shumer's aim prompt to build a game against a named reference (COD, Hades, Brotato, …) — fill three paragraphs, execute, fan-out + harsh critic + blind A/B until the human stops you. Pure prompt; no harness. Art: image gen for 2D/textures, Blender MCP for 3D meshes — both feed the game. Claude (/gauntlet-loop, /loop) and Codex ($gauntlet-loop, /goal). Use for Gauntlet Loop, aim prompt, one-prompt game build, COD-style loop. argument-hint: "[game to build] [optional: against REFERENCE] [optional: in STACK]"
Gauntlet Loop
**This is a game skill.** Pure prompt. No functions.
On invoke you are building a **game** to the level of a named reference game. Fill the three-paragraph aim prompt, then **run it**. Do not paste it for the user. Do not build a capture suite, state machine, or scoring framework around it. The prompt *is* the method.
1. Read [AGENTS.md](AGENTS.md) — the prompt + game defaults + what not to invent. 2. Read the harness overlay for loop verbs only:
- **Claude Code** → [CLAUDE.md](CLAUDE.md) (`/loop`, `ultracode`)
- **Codex** → [CODEX.md](CODEX.md) (`/goal`)
3. Infer nouns from `$ARGUMENTS` / the message. Default domain = **game**. One question max if `THING` is missing. 4. Fill → execute on the game → keep going until the human stops you.
/gauntlet-loop a COD-style FPS in ThreeJS /gauntlet-loop Hades-like roguelike in Godot /gauntlet-loop Brotato-like arena survivor in Godot
Art for the game (not instead of the game)
| Need | Tool | Doc | |---|---|---| | Sprites, textures, UI pixels, concepts | **Image gen** | [ASSETS.md](ASSETS.md) | | 2D hero/monsters (Brotato-like) | **Image gen sprite factory** (style lock → hero → batch → import) | [ASSETS.md](ASSETS.md) | | Real meshes, GLB/FBX, 3D props/weapons | **Blender MCP** | [BLENDER_MCP.md](BLENDER_MCP.md) + [ASSETS.md](ASSETS.md) |
Critic grades **in-game frames** vs the real reference game. Art tools only close asset gaps — then wire into the playable build. For 2D sprite games, characters/monsters are image-gen sprites with one locked art language — not Blender, not procedural ovals.
Do not
- Treat this as a generic site/deck skill — **games first**
- Dump the prompt and stop — **you run it**
- Invent tools, harnesses, contracts, or round machinery
- Soften the critic / lower the reference / invent a stop condition
- End after one cycle and ask whether to continue
- Mix harness verbs (`/loop` on Codex, `/goal` on Claude, `ultracode` on Codex)
- Lag the game out with capture farms / headless engine spam — the game stays playable
- Replace the game loop with endless image-gen or Blender-only rounds
Fills: [examples.md](examples.md)
GAME skill. Matt Shumer's aim prompt as a slash command — build a game against a named reference. Fill the three paragraphs. Run them. Stop when you stop it. No harness. No state machine. No helper scripts. Pure prompt.

