Polestar
Polestar는 무료 오픈소스 월드오브워크래프트 레벨링 가이드 애드온으로, 인게임 화살표와 1~60 레벨 경로, 직업 퀘스트를 제공한다
저장소 정보는 아직 수집하지 않았습니다.
아직 감지된 업데이트가 없습니다. GitHub 릴리스가 나오면 여기에 보입니다.
Tiny rhythm games for the minute you spend waiting on a build or an AI agent. They find your tempo, you can't lose, and they play themselves when you look away. 30 games in 7 cartridges, in the browser or a small Windows window that chimes when Claude Code is done.
README 전체를 불러오는 중입니다.
README 전문 보기 ↗Tiny rhythm games for the minute you spend waiting on a build, a test run or an AI agent. Tap along and the music settles into your tempo. You can't lose, it never gets harder, and when you look away it plays itself.
Waiting on a machine is an awkward kind of break. It's too short to start something else, but long enough to reach for your phone and lose ten minutes. These games are made for that gap: something for your hands while your head stays on the problem, and an easy way back when the wait is over.
The design follows research on flow, rhythm and attention breaks. That includes the honest part: a one-minute game can lift your mood and let a problem simmer, but it won't make you more productive, and the docs say so. The full read is docs/flow-engine-research.md.
Every game is one button: Space or tap.
| Cartridge | |
|---|---|
| Space | Little aliens, a glowing jellyfish, a moon garden, a whale and the stars. |
| Arcade | A late-night cabinet: a brick-breaker, a maze, a highway crossing, a rock field and a claw machine. |
| Cozy | A moonlit garden: tea that blooms, an axolotl's pond, a cloud bakery and a moon moth. |
| Lo-fi Cafe | Rain on the window, latte art, steam off the cups and Biscuit the sleepy cat. |
| Hunt | A woods lodge at dusk: deer, birds, a wild turkey and a gallery booth. Nothing gets hurt: every animal is tagged and bounds off happy. |
| Deep Sea | An anglerfish's lantern, a chain of living light, a little sub's headlamp and a squid that talks in flashes. |
| Classic | The first four, on a pinball table: a ribbon, a bumper orbit, flippers and a wall-kick shaft. |
The browser version runs on desktop and phone. In a game, ? shows the keys.
A small always-on-top window that docks at the side of your screen, in a corner, or as a tiny square.
It's light by design. It draws 60 frames a second while you play, 30 while it plays itself and 10 once it's been left alone for ten minutes, and it backs off by itself when your machine is busy. Nothing it runs touches the network: settings and scores stay in %USERPROFILE%\.flow-pocket.
The pocket is Windows only for now. On macOS or Linux, use the browser version.
The pocket has a lamp:
Add these hooks to ~/.claude/settings.json, merged with any you already have. Point them at signal.mjs in the folder you unzipped; they need Node.js.
{
"hooks": {
"UserPromptSubmit": [{ "hooks": [{
"type": "command", "async": true, "timeout": 5,
"command": "node \"C:/path/to/Flow Pocket/signal.mjs\" start"
}] }],
"Stop": [{ "hooks": [{
"type": "command", "async": true, "timeout": 5,
"command": "node \"C:/path/to/Flow Pocket/signal.mjs\" done"
}] }],
"Notification": [{ "hooks": [{
"type": "command", "async": true, "timeout": 5,
"command": "node \"C:/path/to/Flow Pocket/signal.mjs\" needs"
}] }]
}
}
signal.mjs writes one line to a file the pocket watches. It swallows its own errors, so it can't slow down or block Claude Code. Any tool can use it: put node signal.mjs done at the end of a build script and the pocket chimes when the build finishes. More in pocket/README.md.
A game is one HTML file. You bring one idea: something that arrives on the beat, and one thing the player does about it. The engine brings the rest:
games/template.html (Drop Catch, about 100 lines).npm run cart new <id> "<Name>" starts one, and node pocket/setup.mjs --sync puts it in a pocket you run from a clone.New games and cartridges are very welcome. See CONTRIBUTING.md.
| Folder | What's in it |
|---|---|
engine/ | Tempo matching, generated music, streaks and tiers, pacing, autoplay, Flow and Fidget, frame rates. One file, no dependencies. |
shell/ | The frame around a game: HUD, input, scoring, pause, keys and the frame loop. |
skins/ | The look of each cartridge. |
games/ | One HTML file per game. Its header comment says how it plays. |
carts/ | Cartridges, and cart.mjs to check, play-test, measure and pack them. |
pocket/ | The Windows app (Neutralinojs on the WebView2 engine built into Windows). node pocket/package.mjs builds the download. |
npm test runs the engine's tests.npm run smoke loads and plays every game in a headless browser.npm run cart check checks every cartridge's rules and size.npm run cart play <id> measures each game's drawing time, memory and CPU against the budget.v1.0.3 builds a release with the Windows download and each cartridge as a .cart file.Every design change is checked against the research in docs/flow-science-check.md. The engine's API is documented in docs/flow-engine.md.
MIT. The bundled fonts, Oswald and Inter, are under the SIL Open Font License 1.1.