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RPG Systems

/rpg

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat.

GitHub stars
2,085
(repository stars as of 2026-10-21)
License
Apache-2.0
Last commit
2026/10/09
By
gamedev-skills

Part of

Awesome Gamedev Agent Skills

74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.

Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.

Install

Any agent (skills CLI)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill rpg

Installs only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.

Commands are copied from the project's README. Check the repository before running anything on your machine.

Install for a specific agent
Agents-aFolder
Claude Codeclaude-code.claude/skills/
Codexcodex.agents/skills/
Cursorcursor.agents/skills/
Gemini CLIgemini-cli.agents/skills/
GitHub Copilotgithub-copilot.agents/skills/
OpenCodeopencode.agents/skills/
Windsurfwindsurf.windsurf/skills/

Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.

What you get

  • Worked steps: Derived stats from base attributes; XP curve + level-up; Quest objective update driven by game events
  • A pitfalls section with the mistakes to avoid
  • Bundled 1 reference doc the agent reads when needed

Good fit

  • An RPG/JRPG, or designing stat, inventory, quest, or combat systems

Try this prompt

Prompt
Design stats, levelling, inventory and a quest system for my JRPG.

About this skill

Build an RPG: stats and leveling, inventory and equipment, quests, branching dialogue, save/load, and combat. Use for an RPG/JRPG, or designing stat, inventory, quest, or combat systems.

From the rpg SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.

What's inside

  • Core loop
  • Must-have systems
  • Design knobs
  • Derived stats from base attributes (recompute, never store as truth)
  • XP curve + level-up
  • Quest objective update driven by game events
  • Composition (build it from these skills)

FAQ

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