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.
npx agentmods add instructions/avelrl/skills/agents-mdgit clone --depth 1 https://github.com/avelrl/skillsWhat 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 | $0.00833 | $0.00833 |
| Opus 5 | $0.00417 | $0.00417 |
| Sonnet 5 | $0.00167 | $0.00167 |
| Haiku 4.5 | $0.00083 | $0.00083 |
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.
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
- Read this file for the repo map.
- Read
docs/context-management.mdif the task will span multiple edits or documents. - Read
docs/gamedev-workflow.mdfor the canonical full-run vs step-by-step routing when the task is game-related. - Read
docs/gamedev-specialist-handoffs.mdwhen the task needs runtime-, engine-, UI-, asset-, or QA-specific guidance. - Load only the layer you need:
core/for shared, domain-agnostic workflowsgamedev/for game-specific workflows, standards, and templatestemplates/for shared document skeletonsstandards/for shared conventionsproductivity/for optional helper utilities
Boundaries
core/contains only workflows that still make sense ifgamedev/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 ofcore/.
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 looptoshow a credible demo, runprepare-demobefore broad UI, asset, or presentation work. - The flow is platform-agnostic. Browser projects may overlay
Game Studiofor runtime, UI, and asset depth, andBrowser Useor 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-projectmay happen as soon asdocs/technical-preferences.mdis stable and the repository needs a runnable codebase, but do not skipmap-systemsordesign-systemwhen system scope is still unclear.implement-systemis for one approved system at a time and should push the systems index toimplementedwhen code exists.assemble-mvpis only for wiring multiple implemented systems into one coherent playable loop and should push verified systems tointegrated.prepare-demois 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-tuneis 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.
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.
- 2d ago First seen · 51 lines · 833 tokens per session scan A 2afcfe2ceaa9
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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