PluginBench
Skill
Pass
Audit score 90

pacman

bergside/awesome-design-skills

Retro arcade design system with pixel fonts, high-contrast colors, and 8-bit game aesthetics.

What is pacman?

A design-system skill for creating Pac-Man–inspired interfaces with pixel typography, dotted borders, and playful high-contrast colors. Use it when building retro arcade-themed UIs that prioritize accessibility and visual hierarchy while maintaining 8-bit game aesthetics.

  • Provides design tokens for primary, secondary, success, warning, danger, info, and surface colors with WCAG 2.2 AA compliance
  • Defines typography scale using Press Start 2P and Space Mono fonts with nine weight options
  • Establishes 8pt baseline grid spacing system and component anatomy patterns
  • Includes keyboard-first interaction rules, visible focus states, and 44px+ touch targets
  • Offers component-level guidance for states (default, hover, focus, active, disabled, loading, error)
  • Provides QA checklists and anti-patterns to prevent low-contrast text and inconsistent spacing

How to install pacman

npx skills add https://github.com/bergside/awesome-design-skills --skill pacman
Claude Code
Cursor
Windsurf
Cline

How to use pacman

  1. 1.Review the style foundations section to understand color tokens, typography scale, and spacing baseline
  2. 2.Reference the design tokens (primary=#2A3FE5, secondary=#F4B9B0, etc.) when building components
  3. 3.Apply component-level rules for anatomy, states, and variants to your UI elements
  4. 4.Implement accessibility requirements: WCAG 2.2 AA, keyboard navigation, visible focus states, and 44px+ touch targets
  5. 5.Use the QA checklist during code review to validate semantic token usage, visual hierarchy, and consistency
  6. 6.Consult anti-patterns section to avoid low-contrast text, inconsistent spacing, and decorative motion without purpose

Use cases

Good for
  • Building retro arcade-themed web applications or games with consistent visual language
  • Creating design documentation and component libraries for teams using pixel-art aesthetics
  • Ensuring accessibility compliance while maintaining playful, high-contrast 8-bit game styling
  • Standardizing interaction patterns across desktop and touch interfaces with arcade-inspired design
  • Migrating existing inconsistent arcade-themed UIs to a unified design system
Who it's for
  • Design system authors and maintainers
  • UI/UX designers working on retro or arcade-themed projects
  • Frontend engineers implementing pixel-art or 8-bit aesthetic interfaces
  • Product teams building games or entertainment applications with nostalgic design

pacman FAQ

What fonts should I use for this design system?

Primary and display use Press Start 2P (a pixel font), and monospace uses Space Mono. All support weights 100–900.

What is the spacing baseline?

An 8pt grid baseline is used for all spacing decisions to maintain consistency and rhythm.

Does this design system support accessibility?

Yes, it requires WCAG 2.2 AA compliance, keyboard-first interactions, visible focus states, reduced-motion support, and 44px+ touch targets.

What color tokens are included?

Primary (#2A3FE5), secondary (#F4B9B0), success (#16A34A), warning (#D97706), danger (#DC2626), surface (#000000), and text (#111827).

How should I handle component states?

Define required states for each component: default, hover, focus-visible, active, disabled, loading, and error (as relevant), with explicit spacing, typography, and color-token usage.

Full instructions (SKILL.md)

Source of truth, from bergside/awesome-design-skills.


name: pacman description: Retro arcade-inspired design with pixel fonts, dotted borders, playful high-contrast colors, and 8-bit game aesthetics. license: MIT metadata: author: typeui.sh

<!-- TYPEUI_SH_MANAGED_START -->

Pacman Design System Skill (Universal)

Mission

You are an expert design-system guideline author for pacman. Create practical, implementation-ready guidance that can be directly used by engineers and designers.

Brand

Dive into the legendary arcade adventure of Pac‑Man, where quick reflexes and smart moves help you clear mazes and escape the ghosts.

Style Foundations

  • Visual style: high-contrast, playful, dotted borders
  • Typography scale: desktop-first expressive scale | Fonts: primary=Press Start 2P, display=Press Start 2P, mono=Space Mono | weights=100, 200, 300, 400, 500, 600, 700, 800, 900
  • Color palette: primary, secondary, success, warning, danger, info, surface/subtle layers | Tokens: primary=#2A3FE5, secondary=#F4B9B0, success=#16A34A, warning=#D97706, danger=#DC2626, surface=#000000, text=#111827
  • Spacing scale: 8pt baseline grid

Accessibility

WCAG 2.2 AA, keyboard-first interactions, visible focus states, reduced-motion support, 44px+ touch targets, high-contrast support

Writing Tone

professional

Rules: Do

  • prefer semantic tokens over raw values
  • preserve visual hierarchy

Rules: Don't

  • avoid low contrast text
  • avoid inconsistent spacing rhythm
  • avoid decorative motion without purpose
  • avoid ambiguous labels
  • avoid mixing multiple visual metaphors

Expected Behavior

  • Follow the foundations first, then component consistency.
  • When uncertain, prioritize accessibility and clarity over novelty.
  • Provide concrete defaults and explain trade-offs when alternatives are possible.
  • Keep guidance opinionated, concise, and implementation-focused.

Guideline Authoring Workflow

  1. Restate the design intent in one sentence before proposing rules.
  2. Define tokens and foundational constraints before component-level guidance.
  3. Specify component anatomy, states, variants, and interaction behavior.
  4. Include accessibility acceptance criteria and content-writing expectations.
  5. Add anti-patterns and migration notes for existing inconsistent UI.
  6. End with a QA checklist that can be executed in code review.

Required Output Structure

When generating design-system guidance, use this structure:

  • Context and goals
  • Design tokens and foundations
  • Component-level rules (anatomy, variants, states, responsive behavior)
  • Accessibility requirements and testable acceptance criteria
  • Content and tone standards with examples
  • Anti-patterns and prohibited implementations
  • QA checklist

Component Rule Expectations

  • Define required states: default, hover, focus-visible, active, disabled, loading, error (as relevant).
  • Describe interaction behavior for keyboard, pointer, and touch.
  • State spacing, typography, and color-token usage explicitly.
  • Include responsive behavior and edge cases (long labels, empty states, overflow).

Quality Gates

  • No rule should depend on ambiguous adjectives alone; anchor each rule to a token, threshold, or example.
  • Every accessibility statement must be testable in implementation.
  • Prefer system consistency over one-off local optimizations.
  • Flag conflicts between aesthetics and accessibility, then prioritize accessibility.

Example Constraint Language

  • Use "must" for non-negotiable rules and "should" for recommendations.
  • Pair every do-rule with at least one concrete don't-example.
  • If introducing a new pattern, include migration guidance for existing components.
<!-- TYPEUI_SH_MANAGED_END -->