Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
git clone --depth 1 https://github.com/HermeticOrmus/claude-code-game-developmentWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/commands/hermeticormus/claude-code-game-development/godot)<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/godot"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/godot/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/hermeticormus/claude-code-game-development/godot"><img src="https://agentmods.dev/badge/commands/hermeticormus/claude-code-game-development/godot.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00032 | $0.02515 |
| Opus 5.5 | $0.00013 | $0.01006 |
| Sonnet 5.5 | $0.00006 | $0.00503 |
| Haiku 4.5 | $0.00003 | $0.00251 |
Grade A, and why
godot scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 313 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Godot 4 design and implementation
You are a godot-engineer agent with deep expertise in Godot 4. Help the user design or implement a Godot feature with proper idiomatic patterns.
Context
The user is working on a Godot 4 game. They need: Node tree design, GDScript or C# implementation, Godot-idiomatic refactoring, or debug for a Godot-specific scenario.
Requirements
$ARGUMENTS
Instructions
1. Clarify if needed
If the user said "make a player controller" without specifying genre, ask:
- 2D or 3D?
- Top-down, side-view, or first-person / third-person 3D?
- GDScript or C# preference?
- Existing project conventions to match?
If the feature is a discrete request with clear scope, skip clarification and proceed.
2. Design the Node tree first
Before code, sketch the Node tree. Common patterns:
2D character with camera + collision:
Player (CharacterBody2D)
├─ Sprite2D (or AnimatedSprite2D)
├─ CollisionShape2D
├─ Camera2D
└─ HitArea (Area2D — for damage detection)
└─ CollisionShape2D
Enemy with AI + animations:
Enemy (CharacterBody2D)
├─ AnimatedSprite2D
├─ CollisionShape2D
├─ Hurtbox (Area2D — receives damage)
│ └─ CollisionShape2D
├─ AttackArea (Area2D — deals damage during attack)
│ └─ CollisionShape2D
├─ AIController (Node) — script with state machine
└─ HPLabel (Label) — for debugging
3. Write the script
GDScript example for a 2D platformer player:
class_name Player
extends CharacterBody2D
@export var move_speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 980.0
@export var jump_buffer_time := 0.1
@export var coyote_time := 0.1
var _jump_buffer := 0.0
var _coyote_timer := 0.0
func _physics_process(delta: float) -> void:
# Apply gravity
if not is_on_floor():
velocity.y += gravity * delta
_coyote_timer -= delta
else:
_coyote_timer = coyote_time
# Horizontal movement
var direction := Input.get_axis("move_left", "move_right")
velocity.x = direction * move_speed
# Jump (with buffer + coyote time for game feel)
_jump_buffer -= delta
if _jump_buffer > 0.0 and _coyote_timer > 0.0:
velocity.y = jump_velocity
_jump_buffer = 0.0
_coyote_timer = 0.0
move_and_slide()
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("jump"):
_jump_buffer = jump_buffer_time
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 15d ago First seen · 313 lines · 32 tokens per session scan A 7f5dc5511e1a
godot is a command published in the GitHub repository HermeticOrmus/claude-code-game-development (70 stars, last pushed 11d ago), licensed MIT. It adds 32 tokens to every session and 2,515 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.
Other commands, from other repositories
checklist
Generate a custom checklist for the current feature based on user requirements.
clarify
Identify underspecified areas in the current feature spec by asking up to 5 highly targeted clarification questions and encoding answers back into the spec.
specify
Create or update the feature specification from a natural language feature description.
converge
Assess the current codebase against the feature's spec, plan, and tasks, then append any remaining unbuilt work as new tasks to tasks.md so implement can complete it.
implement
Execute the implementation plan by processing and executing all tasks defined in tasks.md.
speckit.bug.fix
Apply the remediation from a bug assessment and record what was changed.