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Build with an AI agent

picogame ships two things that make AI coding agents (like Claude Code) genuinely good at building games for it: a ready-made skill that teaches the agent how to design and implement a picogame game, and LLM-readable documentation it can pull in wholesale.

picogame-game-design is an Agent Skill — a packaged set of instructions and references an agent loads when you ask it to make a game. It carries:

  • Game-design fundamentals — core loop, game feel & juice, difficulty & fairness, scope discipline, so the result is actually fun, not just running.
  • The engine, mapped — every building block and what it costs in RAM, plus the full API reference (exact signatures for the native C engine and every helper library).
  • Genre playbooks — Breakout, shmup, platformer, racing, first-person raycaster dungeon, and more — each with the core loop, controls, real tuning numbers, pitfalls and an MVP.
  • Technique recipes — state machines, enemy AI, collision, procedural generation, pseudo-3D (Mode-7 & raycasting), each mapped to picogame.
  • A runnable starter game and a desktop-simulator workflow, so the agent builds and checks with screenshots without any hardware.

Download and unzip it into your agent’s skills folder:

For Claude Code that folder is ~/.claude/skills/:

Terminal window
cd ~/.claude/skills
unzip ~/Downloads/picogame-game-design-skill.zip

Then just ask — “make a tiny shooter for picogame” — and the skill loads automatically.

The skill’s source lives in the public repo under skills/.

For agents that read documentation directly, the whole site is available as clean markdown following the llms.txt convention — point your agent at these instead of scraping HTML: