Help us improve
Share bugs, ideas, or general feedback.
Share bugs, ideas, or general feedback.
Share bugs, ideas, or general feedback.
By nategarelik
Complete IKEMEN Go fighting game development toolkit — from engine setup to character creation, sprite generation, stage design, game balancing, and distribution.
npx claudepluginhub nategarelik/ikemen-forgeAnalyze character balance — compare frame data, damage output, and identify balance issues across the roster
Create a new IKEMEN Go character named "$ARGUMENTS".
Diagnose and fix problems with your IKEMEN Go project — crashes, missing files, broken references, and common errors
Prepare IKEMEN Go project for distribution: "$ARGUMENTS"
Initialize a new IKEMEN Go fighting game project with complete directory structure, configuration files, and default assets
Use this agent when creating or editing animation files (.air), designing collision boxes (hitboxes/hurtboxes), timing animation frames, or mapping sprites to animation actions. Examples: <example> Context: User needs animations for a new character user: "Create the animation file for my warrior character with all basic animations" assistant: "I'll launch the animation-smith to create a complete .air file with idle, walk, jump, attack, and hit reaction animations." <commentary>Complete .air file creation requires knowledge of frame timing, collision boxes, and sprite group conventions.</commentary> </example> <example> Context: User wants to adjust hitboxes user: "The heavy punch hitbox feels too small, it misses when it should hit" assistant: "I'll use the animation-smith to analyze and adjust the Clsn1 boxes on the heavy punch active frames." <commentary>Hitbox tuning requires understanding collision box coordinates and visual alignment.</commentary> </example>
Use this agent when analyzing character balance, comparing frame data across the roster, identifying overpowered or underpowered elements, or tuning damage values and move properties. Examples: <example> Context: User thinks a character is too strong user: "My grappler seems way too powerful compared to the other characters" assistant: "I'll launch the balance-analyst to compare frame data, damage output, and matchup spread across your roster." <commentary>Balance analysis requires cross-character comparison of stats, frame data, and damage potential.</commentary> </example> <example> Context: User wants to tune combo damage user: "Combos are doing too much damage, players die in one combo" assistant: "I'll use the balance-analyst to audit combo damage, implement scaling, and set appropriate damage caps." <commentary>Damage system tuning requires understanding scaling, HitDef values, and combo theory.</commentary> </example>
Use this agent when designing a new character from concept to implementation — generating all required files (.def, .cns, .cmd, .air), choosing character archetypes, setting stats, and creating a complete playable character. Examples: <example> Context: User wants to create a new fighting game character user: "I want to create a ninja character with fast attacks and shuriken projectiles" assistant: "I'll launch the character-architect to design your ninja from concept through all required files." <commentary>Full character creation from concept requires coordinating .def, .cns, .cmd, .air, and understanding archetypes.</commentary> </example> <example> Context: User needs a boss character for their game user: "Create a final boss character that's powerful and intimidating" assistant: "I'll use the character-architect to design a boss with enhanced stats, super armor, and multi-phase mechanics." <commentary>Boss design requires archetype knowledge and stat tuning beyond normal characters.</commentary> </example>
Use this agent when diagnosing problems, fixing errors, analyzing crash logs, validating file syntax, or troubleshooting IKEMEN Go issues. Examples: <example> Context: Game crashes on startup user: "My game crashes when I try to load my new character" assistant: "I'll launch the debug-detective to analyze the crash, validate all character files, and identify the root cause." <commentary>Crash diagnosis requires systematic file validation and error pattern recognition.</commentary> </example> <example> Context: Character behaves incorrectly user: "My character gets stuck in the air after using the special move" assistant: "I'll use the debug-detective to trace the state flow and find the missing physics/state transition." <commentary>State machine debugging requires understanding state flow, physics, and transition logic.</commentary> </example>
Use this agent when writing Lua scripts for IKEMEN Go — custom game modes, story mode with cutscenes, arcade paths, custom menus, or advanced game logic. Examples: <example> Context: User wants a story mode user: "Create a story mode with cutscenes between fights for my game" assistant: "I'll launch the lua-scripter to create a story mode Lua script with dialogue system, cutscenes, and branching paths." <commentary>Story mode requires Lua scripting for cutscenes, dialogue, fight sequencing, and narrative flow.</commentary> </example> <example> Context: User wants a custom game mode user: "Add a boss rush mode where you fight all bosses in sequence" assistant: "I'll use the lua-scripter to create a custom boss rush game mode with Lua." <commentary>Custom game modes are implemented entirely in Lua with IKEMEN Go's scripting API.</commentary> </example>
Use this skill when creating or editing animations (.air files), defining sprite sequences, setting up collision boxes (hitboxes and hurtboxes), managing sprite groups/images, or understanding the SFF sprite format. Covers .air file syntax, Clsn boxes, animation timing, looping, and sprite organization.
Use this skill when creating new characters, understanding character file structure, configuring character constants (life, attack, defense, movement), or working with .def and .cns files. Covers character definition files, constants, size parameters, velocity, and movement physics.
Use this skill when creating or editing command input files (.cmd), defining move inputs (quarter circles, dragon punches, charge moves), setting up the Statedef -1 command detection state, or configuring button mappings. Covers command notation, input windows, buffer timing, and move priority ordering.
Use this skill when setting up an IKEMEN Go project, configuring the engine, understanding project structure, or initializing a new fighting game. Covers engine download, folder layout, mugen.cfg configuration, and IKEMEN Go vs classic MUGEN differences.
Use this skill when analyzing or adjusting character balance, designing frame data, setting damage values, creating damage scaling systems, designing hitboxes for fair gameplay, or applying fighting game design theory. Covers frame data, damage systems, hitbox design, character archetypes, and competitive balance principles.
Uses power tools
Uses Bash, Write, or Edit tools
Share bugs, ideas, or general feedback.
Own this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge.
Sign in to claimOwn this plugin?
Verify ownership to unlock analytics, metadata editing, and a verified badge.
Sign in to claimBased on adoption, maintenance, documentation, and repository signals. Not a security audit or endorsement.
Agent tooling for Summer Engine: game-dev skills, lifecycle hooks, and a 44-tool MCP bridge to the local desktop app.
Build s&box games by talking to Claude. Bundles the Claude Bridge MCP server, a screenshot-driven game-dev workflow skill, and an optional sbox-game-dev specialist agent. The s&box editor addon must be installed separately (see README).
The game studio for the agent internet. Build, monetize, and ship browser games with one command. Phaser 2D, Three.js 3D, Play.fun monetization. Works with 40+ AI coding agents.
Comprehensive game development learning system with 7 specialized agents, 21 in-depth skills, 4 slash commands, and automation hooks. Master game design, programming, graphics, audio, networking, tools, and publishing across Unity, Unreal Engine, and Godot.
Use when the agent is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with render_game_to_text. Originally from OpenAI's curated skills catalog.
Editorial "Indie Game Dev" bundle for Claude Code from Antigravity Awesome Skills.
Universal Claude Code MCP plugin for professional 2D/3D Unity game development with multi-agent expert panel, automated asset generation, and performance validation
Media Diet v2 — algorithm intelligence platform. A browser extension scans social feeds via direct DOM access and produces structured data. Claude Code synthesizes AlgorithmProfiles, generates AgenticHarnesses (tool definitions any AI agent can use), and produces editorial bias reports. No backend server required.
Ultra-capable Claude Code workflow with safety hooks, specialist agents, and productivity commands
A comprehensive Claude Code plugin for IKEMEN Go fighting game development. Build complete fighting games from concept to distribution using AI-assisted workflows.
IKEMEN Forge gives Claude deep knowledge of the IKEMEN Go engine (the open-source MUGEN successor) and provides specialized tools for every stage of fighting game development:
# Clone into your Claude Code plugins directory
git clone https://github.com/nategarelik/ikemen-forge.git ~/.claude/plugins/ikemen-forge
Copy the ikemen-forge/ folder into your Claude Code plugins directory:
~/.claude/plugins/ikemen-forge/%USERPROFILE%\.claude\plugins\ikemen-forge\Or place it in your project's local plugins:
<project>/.claude/plugins/ikemen-forge/Once installed, use any of the slash commands in Claude Code:
/forge-init MyFightingGame # Initialize a new project
/forge-character Ryu # Create a character from concept
/forge-move # Add a move to a character
/forge-stage # Create a stage
/forge-sprites # Generate sprites with AI
/forge-balance # Analyze game balance
/forge-test # Validate all files
/forge-status # Show project overview
ikemen-forge/
.claude-plugin/
plugin.json # Plugin manifest
.mcp.json # MCP server config (empty — no external servers needed)
agents/ # 9 specialized autonomous agents
character-architect.md # Full character creation pipeline
state-engineer.md # State machine / move programming
animation-smith.md # Animation and collision box design
stage-designer.md # Stage creation with parallax
sprite-artist.md # AI sprite generation pipeline
balance-analyst.md # Frame data and balance analysis
screenpack-artist.md # UI/HUD customization
lua-scripter.md # Lua game mode scripting
debug-detective.md # Error diagnosis and fixing
commands/ # 13 slash commands
forge-init.md # /forge-init <name>
forge-character.md # /forge-character <name>
forge-move.md # /forge-move <type>
forge-stage.md # /forge-stage <name>
forge-sprites.md # /forge-sprites
forge-balance.md # /forge-balance
forge-screenpack.md # /forge-screenpack
forge-roster.md # /forge-roster
forge-story.md # /forge-story
forge-test.md # /forge-test
forge-doctor.md # /forge-doctor
forge-export.md # /forge-export
forge-status.md # /forge-status
hooks/
hooks.json # 2 hooks: file format validation + test reminder
scripts/ # Shell helpers for scaffolding
skills/ # 13 knowledge domains
animation-system/ # .air format, collision boxes, SFF management
character-architecture/ # .def/.cns structure, constants, archetypes
command-input/ # .cmd format, input notation, command detection
engine-setup/ # Project structure, mugen.cfg, IKEMEN vs MUGEN
game-balance/ # Frame data theory, damage scaling, hitbox design
lua-scripting/ # Lua API, game modes, story mode
roster-management/ # select.def, team modes, roster organization
screenpack-ui/ # system.def, fight.def, lifebars, menus
sprite-generation/ # ComfyUI workflows, pixel art prompting, SFF pipeline
stage-design/ # Stage .def, parallax, camera, animated elements
state-controllers/ # State controller catalog, triggers, HitDef, common states