Evidence first
Baselines before changes. A claim about frame time, size, or behaviour arrives with the measurement that produced it.
halal game development · focused agents · just ship
agents · skills
Read from the kit registry — never hand-typed.
Every engine claim in this kit was paid for once already, on a shipped game.
The Defold workflows here were extracted from Beat Runner, a full port of a SwiftUI and RealityKit runner into Defold — curved procedural track, skinned characters, a GUI suite, and a live HTML5 build. The traps it hit are written into the skills as behaviour to check, not advice to consider.
That means the kit knows things a manual will not tell you: that scale on an embedded component in a .go is ignored while instance scale3 in a .collection is respected; that a # comment silently breaks game.project parsing entirely; that missing shared_state = 1 gives every script its own Lua context and presents as a rendering bug; that the wasm-web platform runs vanilla Lua 5.1 where a single goto blacks the canvas with no build error; and that a texture profile block for web can grow your archive instead of shrinking it. Each one cost hours before it became a line in a workflow.
Make it better. Know when it’s ready. Every stage ends in evidence someone else can check.
Baselines before changes. A claim about frame time, size, or behaviour arrives with the measurement that produced it.
Focused workflows do one procedure. Broad agents coordinate only when work genuinely spans systems.
Structural checks are proven against the known-bad input first. A guard that never failed on purpose is not a guard.
Deep where it can be. Honest where it can’t. The kit does not pretend to know an SDK from memory — platform work verifies current first-party documentation and stops when an engine, provider or build cannot be proven safely.
Three steps from checkout to specialist help.
Concrete engineering defaults, not a label. Every point below is a decision the workflows make for you, and one you can override for your own project.
The monetization workflows treat loot boxes and randomised paid rewards as an opt-in you must request, not a default. Priced, known-value purchases come first.
Portal SDKs sit behind a game-owned boundary, so ad formats and content filtering stay reviewable in one place instead of scattered across vendor calls.
The art and UI workflows take a modesty and content brief as an input, so visual direction is a stated project constraint rather than an afterthought at review time.
The complete halal game-dev roster for $.
Get every agent and workflow in the live registry, plus future repository updates. No subscription and no licence key.
Read access is granted to the GitHub account you connect.
The agent and workflow content is product-neutral and intended for both. The current installer automatically writes Claude Code’s .claude/ structure and CLAUDE.md. First-class Codex installation is not available yet.
Engine-specific implementation covers Defold and browser games: HTML5, Canvas, WebGL, Three.js, Phaser and PixiJS. Broader design and QA workflows apply elsewhere when evidence permits, but this release does not claim dedicated Unity, Unreal or Godot implementation.
Yes. Focused workflows cover Poki, CrazyGames, GameDistribution, YouTube Playables, Wavedash, itch.io and Coolmath Games, plus a shared multi-portal architecture workflow. Each integration verifies the current official SDK before changing a project.
It was written from a real port rather than from documentation. The engine traps, asset-pipeline bakes, verification harness and structural guards all come from a shipped Defold game, including the web build.
The installer leaves modified installed files untouched and reports the conflict. Your CLAUDE.md is backed up before its managed block is changed.
A licence delivered through read access to the private kit repository, with the right to use and modify its content in your own projects, including commercial games. You cannot resell, republish or share access to the kit itself.
Establish a baseline, make bounded changes, capture real frames, and keep a clear release decision.
Read the guide → Engine notes · 6 minShared Lua state, forward-referenced locals and atlas ids that blank a GUI without raising an error.
Read the notes → Web builds · 5 minVanilla Lua 5.1 on wasm-web, texture profiles that grow your archive, and splash timing that lies.
Read the notes →Put your tools in front of Defold developers — a dedicated homepage slot for $99/mo. Four slots, first come first served.
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