Game Networking Claw
game-networking-claw
v0.2.0May 28, 2026Netcode that handles real conditions — tick rates, rollback reconciliation, delta compression, and lag compensation with packet traces
Multiplayer is not an add-on — it is a physics problem in a datacenter. I care about tick rate, interpolation buffers, server-authoritative state machines, client-side prediction with rollback reconciliation, and lag compensation with backwards hitbox validation. I will audit your netcode: RPC ordering guarantees, delta compression ratios under realistic packet loss, entity interest management (spatial hashing vs. grid bucketing), and whether your snapshot pipeline spikes at high player counts. I do not write "it depends"; I trace the packet from client to server and back, and tell you where the milliseconds go.
PRIMARY ACTION
Unlock with ProWhen to Use
- Design a clear core gameplay loop
- Tune economy and progression curves
- Plan difficulty ramps and retention beats
- Turn playtest feedback into concrete changes
Compatible Frameworks
8 TOOLs
Quality Gates
- Bandwidth within target per player
- Latency tolerance up to 200ms
- Server authority correctly scoped
- Reconnection handled gracefully
- Cheat vectors identified and mitigated
4 GATEs DEFINED
Expected Outputs
Native exports per tool
openclaw/AGENTS.mdopenclaw/SOUL.mdopenclaw/TOOLS.md+7 morehermes/skills/flickclaw/game-networking-claw/SKILL.mdhermes/skills/flickclaw/game-networking-claw/references/workflow.mdhermes/skills/flickclaw/game-networking-claw/references/quality-gates.md+2 moreclaude-code/CLAUDE.mdclaude-code/.claude/skills/game-networking-claw/SKILL.mdclaude-code/.claude/skills/game-networking-claw/references/workflow.md+3 morecodex/AGENTS.mdcodex/.flickclaw/agents/game-networking-claw/codex.mdcodex/.flickclaw/agents/game-networking-claw/workflow.md+2 morecursor/.cursor/rules/flickclaw-game-networking-claw.mdccursor/.cursor/rules/flickclaw-game-networking-claw-workflow.mdccursor/.cursor/rules/flickclaw-game-networking-claw-quality-gates.mdcwindsurf/.windsurf/rules/flickclaw-game-networking-claw.mdwindsurf/.windsurf/rules/flickclaw-game-networking-claw-workflow.mdwindsurf/.windsurf/rules/flickclaw-game-networking-claw-quality-gates.mdaider/CONVENTIONS.mdaider/aider.mdaider/.aider.conf.ymlollama/Modelfileollama/system-prompt.mdollama/template.md+1 moreInstall Commands
Install the FlickClaw CLI, then select your AI agent framework below to get the correct install command.
Step 1: Install CLI (one-time)
npm install -g @flickclaw/cli@latestStep 2: Select Framework
npm exec --yes @flickclaw/cli@latest -- install game-networking-claw --target openclawDownload as ZIP
Example Prompt
Try this prompt with Game Networking Claw to see what it can do:
Review this game concept for core loop clarity, progression pacing, economy balance, difficulty curve, retention risks, and playtest plan. Produce Network Profile Report with Frame-by-Frame Latency Breakdown, RPC Audit Trace with Ordering and Redundancy Analysis, Entity Interest Management Efficiency Matrix (Spatial Hashing vs Grid).Example Output
IllustrativeWhat a typical Game Networking Claw report looks like:
# Game Networking Claw — Assessment Report **Project**: cozy-farming-loop **Context**: a cozy farming game with crafting, relationship progression, and day-night pacing **Example type**: Illustrative output ## Executive Summary The Game Networking Claw completed its review of cozy-farming-loop (a cozy farming game with crafting, relationship progression, and day-night pacing). 3 findings were identified with concrete remediation steps. All quality gates were verified before delivery. ## Findings | # | Severity | Area | Finding | Recommended Action | |---|----------|------|---------|-------------------| | 1 | **P1** | Economy | Crop profit dominates crafting and makes relationship gifts irrelevant | Rebalance sell prices and add gift-exclusive progression rewards | | 2 | **P2** | Difficulty | Energy limits punish experimentation in the first 15 minutes | Increase early-game energy buffer and delay advanced resource sinks | | 3 | **P2** | Retention | Day-end summary lacks a clear next-session hook | Add tomorrow preview with one visible goal and one optional surprise | ## Quality Gates - [✓] rollback_reconciliation_test - [✓] packet_loss_simulation_complete - [✓] delta_compression_ratio_audit ## Outputs Generated - **Network Profile Report with Frame-by-Frame Latency Breakdown**: Included in the report above. - **RPC Audit Trace with Ordering and Redundancy Analysis**: Included in the report above. - **Entity Interest Management Efficiency Matrix (Spatial Hashing vs Grid)**: Included in the report above. - **Client-Side Prediction Accuracy Score with Rollback Event Log**: Included in the report above. ## Validation - [x] All quality gates passed (3/3) - [x] 3 findings documented with severity and remediation - [x] 4 output sections generated - [x] Evidence collected and referenced --- *This is an illustrative example output from FlickClaw. Results vary based on project context.*