Using Isometric Skills (Router)
SkillMonitoring & opsUse when starting ANY isometric game task to route the request to the correct specialized skill before writing code or generating art.
Available today. Use it from your connected AI after setup.
No other account needed.
Add ahel to your AI once: Claude, ChatGPT, Cursor, Claude Code or Codex. Then ask it to use this.
Then ask your AI: use the Using Isometric Skills (Router) skill
What this skill tells your AI
The instructions your AI receives, as published by 0xheycat/isometric-game-skills in skills/using-isometric-skills/SKILL.md and read by ahel’s review.
Overview
This is the meta-skill. Isometric games fail when you jump straight into code or art without picking the right workflow. This skill maps an incoming request to the exact specialized skill that should handle it, in the correct order: art direction -> asset generation -> asset processing -> engine -> gameplay -> polish.
When to Use
- The user asks for anything isometric and you are not sure which skill applies.
- You are tempted to free-style a renderer, tile, or sprite without a workflow.
- A task spans multiple stages (art + engine) and needs sequencing.
Process
- Classify the request into one phase: Art Foundations, Asset Generation, Asset Processing, Engine & Rendering, Gameplay, or Polish.
- Open the matching skill from the table below and follow it exactly. Do not improvise.
- If the task spans phases, run skills in pipeline order (art -> assets -> processing -> engine -> gameplay -> polish).
- Lock art direction FIRST. Every asset skill depends on a single agreed style sheet.
- Return to this router whenever the user changes scope.
Routing table
| If the task is about... | Use skill |
|---|---|
| Low-VRAM ComfyUI / model setup | comfyui-lowvram-setup |
| Choosing a consistent art style | isometric-art-direction |
| Ground tiles that tile seamlessly | seamless-isometric-terrain |
| Trees, rocks, props | isometric-object-sprites |
| Houses, barns, shops | isometric-building-sprites |
| Characters, 8-direction | isometric-character-sprites |
| Animated water, fire, windmills | animated-sprite-generation |
| Removing backgrounds / edges | transparent-cutout-cleanup |
| Packing sprites into an atlas | spritesheet-atlas-packing |
| Auto edge transitions | autotiling-transitions |
| Grid <-> screen math | isometric-grid-math |
| Drawing the world on canvas | canvas2d-isometric-renderer |
| Things drawn in wrong order | depth-sorting-occlusion |
| Map file format | tilemap-data-format |
| Moving units around obstacles | isometric-pathfinding |
| Pan / zoom camera | camera-pan-zoom-controls |
| Click-to-select a tile | tile-picking-interaction |
| Frame drops, lag | canvas-performance-optimization |
| Automating the asset pipeline | asset-pipeline-automation |
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "This task is simple, I do not need a skill" | Simple tasks are where silent inconsistencies enter. Route it anyway. |
| "I will pick the skill later" | Order matters. Wrong order means re-generating assets twice. |
Red Flags - STOP if you catch yourself:
- Writing renderer code before art direction is locked.
- Generating assets in 3 different styles because no style sheet exists.
- Skipping straight to gameplay before the world renders correctly.
Verification
You are NOT done until every box is checked:
- The request is mapped to exactly one starting skill.
- Multi-phase tasks have an explicit skill order written down.
- Art direction is locked before any asset is generated.
Signals
- GitHub stars
- 21
- Forks
- 3
- Last commit
- Aug 2026
Advanced
- Item type
- skill
- Key
using-isometric-skills- Source
- github.com/0xheycat/isometric-game-skills