skills AGENTS.md

A repository guide for an AI coding agent working with a library of reusable skills and templates, including game-development materials.

In plain words
What is it for?
It helps route game tasks, choose the right instructions, and follow the repository’s conventions across multiple edits.
Why use it?
It tells the agent which files to read, which folders to use, and where the boundaries between shared and game-specific guidance are.

Instructions file for CodexOpenCode

Install

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.

agentmods
npx agentmods add instructions/avelrl/skills/agents-md
Clone the repo
git clone --depth 1 https://github.com/avelrl/skills

Made for: Codex, OpenCode.

Per session 833 This file is loaded in full into every session.
When invoked 833 The same file — it is already loaded in full.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5 $0.00833 $0.00833
Opus 5 $0.00417 $0.00417
Sonnet 5 $0.00167 $0.00167
Haiku 4.5 $0.00083 $0.00083

Measured 2d ago against content hash 2afcfe2ceaa9, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

skills AGENTS.md 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 2d 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.

AGENTS.md · 51 lines

How it starts

The opening of the file, as written. The whole thing — 51 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Repo Guide

This repository is a small skill and template library with one explicit domain package: gamedev/.

Read Order

  1. Read this file for the repo map.
  2. Read docs/context-management.md if the task will span multiple edits or documents.
  3. Read docs/gamedev-workflow.md for the canonical full-run vs step-by-step routing when the task is game-related.
  4. Read docs/gamedev-specialist-handoffs.md when the task needs runtime-, engine-, UI-, asset-, or QA-specific guidance.
  5. Load only the layer you need:
    • core/ for shared, domain-agnostic workflows
    • gamedev/ for game-specific workflows, standards, and templates
    • templates/ for shared document skeletons
    • standards/ for shared conventions
    • productivity/ for optional helper utilities

Boundaries

  • core/ contains only workflows that still make sense if gamedev/ disappears.
  • docs/ contains repository guidance and explanatory reference docs, not templates or standards.
  • templates/ contains reusable shared skeletons only.
  • standards/ contains compact shared conventions only.
  • gamedev/ contains game-specific skills, standards, and templates.
  • gamedev/_archive/ contains good but non-core gamedev material kept outside the active workflow path.
  • productivity/ contains optional utilities and must not be a dependency of core/.

Defaults

  • Prefer moving useful game-specific material into gamedev/ over forcing it into the shared core.
  • Keep a single canonical template per shared artifact type.
  • Prefer short, direct workflows over ceremony-heavy routing skills.
  • Keep gamedev/ platform-agnostic; do not copy browser-runtime doctrine from specialist plugins into the generic flow.

Gamedev Flow

  • The active gamedev/ path now has two core lanes plus one optional demo extension. Preproduction: setup-engine -> map-systems -> design-system -> prototype. Production bridge: bootstrap-project -> implement-system -> assemble-mvp -> playtest-and-tune. Demo extension: prepare-demo -> design-system/implement-system -> assemble-mvp -> playtest-and-tune.
  • Typical small-game handoff: lock the stack, map systems, design the first MVP systems, prototype only where risk is real, then bootstrap the scaffold and move into implementation and playable-loop assembly. When the milestone changes from prove the loop to show a credible demo, run prepare-demo before broad UI, asset, or presentation work.
  • The flow is platform-agnostic. Browser projects may overlay Game Studio for runtime, UI, and asset depth, and Browser Use or another browser specialist for local browser inspection and playtest evidence. Non-browser projects should use engine-native specialists or official engine docs without changing the core flow ownership.
  • bootstrap-project may happen as soon as docs/technical-preferences.md is stable and the repository needs a runnable codebase, but do not skip map-systems or design-system when system scope is still unclear.
  • implement-system is for one approved system at a time and should push the systems index to implemented when code exists.
  • assemble-mvp is only for wiring multiple implemented systems into one coherent playable loop and should push verified systems to integrated.
  • prepare-demo is for defining the first audience-facing demo contract from a proven slice and should turn vague polish wishes into explicit presentation, asset, and QA handoffs.
  • playtest-and-tune is for focused tuning after a playable slice exists.
  • Keep prototype code isolated under prototypes/; do not quietly promote it into production.
  • Prefer a small playable loop over broad feature coverage.

Read the full file on GitHub · 51 lines

Changes

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.

  1. 2d ago First seen · 51 lines · 833 tokens per session scan A 2afcfe2ceaa9

Subscribe to this mod's changes

skills AGENTS.md is an instructions file published in the GitHub repository avelrl/skills (2 stars, last pushed 4mo ago), licensed MIT. It adds 833 tokens to every session, about $0.0042 per session on Opus 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 2026-08-31.

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