design-system · example outputs
Each case is a showcase artifact produced by the design-system skill for a different surface class: terminal, CLI, mobile app, four game genres, and print. Every page is a single HTML file, obeys its own system, and renders its whole-use scenes on the target canvas — not a component sampler.
npx skills add kimmywork/skills --skill design-system
Host-owned palette, ANSI roles, monochrome high-contrast path, and a live isolation check that a web theme never moves a TUI pixel.
stdout/stderr grammar, exit codes as interface, runtime color and width, and whole transcripts including failure and pipe sessions.
Six whole-screen scenes, independent light and dark schemes, 48dp targets, dynamic type to 2.0×, and probes that run on the page.
Safe-zone containment, controller-first prompts, redundant status encoding, grayscale and colorblind proofs, motion and flash limits, handheld in both orientations.
Parchment panels and gold rules over a three-register type system, dialogue as real prose at a proper measure, inventory rarity that survives grayscale, quest and combat states.
Landscape 16:9 throughout: bright world screens, dark panels for inventory, achievements, and summons, a live English/日本語 toggle, and rarity that survives grayscale.
Shape-coded pieces that stay readable in grayscale, bounded juice with a reduced-motion build, big one-thumb targets, and failure states that never pressure a purchase.
Fixed canvas at true proportion, shared typographic grid, grayscale hierarchy proof, and color tokens with print values.