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/LibreGameDev-Claude-CodeWrote 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/libregamedev-claude-code/game-arch)<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/game-arch"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-arch/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/libregamedev-claude-code/game-arch"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/game-arch.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 | $0.00013 | $0.00673 |
| Opus 5.5 | $0.00005 | $0.00269 |
| Sonnet 5.5 | $0.00003 | $0.00135 |
| Haiku 4.5 | $0.00001 | $0.00067 |
Grade A, and why
game-arch 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.
This is a copy
100% identical to game-arch — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 87 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/game-arch
Game architecture design, refactoring, testing, and profiling. Covers ECS, game loops, event systems, ScriptableObject/Resource patterns, and scene management.
Trigger
/game-arch [action] [target]
Actions
design
Design a game system architecture from requirements.
/game-arch design "health system for RPG with status effects, shields, and damage types"
/game-arch design "inventory system supporting items, stacking, equipment slots"
/game-arch design "quest system with objectives, rewards, and branching"
Output: Component breakdown, data flow diagram, signal/event schema, GDScript skeleton.
refactor
Analyze existing code and propose structural improvements.
/game-arch refactor "300-line Player.gd handles movement, combat, and inventory"
/game-arch refactor "12 Autoloads causing circular dependencies"
/game-arch refactor "everything communicates via get_node() path strings"
Output: Decomposition plan, component extraction steps, dependency graph before/after.
test
Design a testable architecture and write unit tests with GUT.
/game-arch test "HealthComponent with damage, healing, and death signal"
/game-arch test "StateMachine with transition table"
/game-arch test "WeaponData Resource with fire rate and damage calculations"
Output: GUT test class with test_ methods, mock/stub patterns for Node dependencies.
profile
Identify architecture patterns causing performance problems.
/game-arch profile "_process() with 500 iterations per frame"
/game-arch profile "signals connected to 1000 receivers"
/game-arch profile "PackedScene.instantiate() called every frame for projectiles"
Output: Root cause analysis, refactored pattern (object pool, batch processing, deferred signals).
Examples
Decomposing a God script:
/game-arch refactor "player script handles input, movement, combat, health, animation, and UI"
Produces: Component decomposition into InputComponent, MovementComponent, CombatComponent, HealthComponent; signal wiring between components; scene structure diagram.
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 · 87 lines · 13 tokens per session scan A e96216efe20c
game-arch is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 13 tokens to every session and 673 once invoked, about $0.0001 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 100% identical to game-arch, differing in 0 lines, and is treated as a copy.
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package-manager
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