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/invadingoctopus/comedot/agents-mdgit clone --depth 1 https://github.com/InvadingOctopus/comedotWhat 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 | $0.03244 | $0.03244 |
| Opus 5 | $0.01622 | $0.01622 |
| Sonnet 5 | $0.00649 | $0.00649 |
| Haiku 4.5 | $0.00324 | $0.00324 |
Grade A, and why
comedot 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 3d 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 — 129 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AGENTS.md
Guidelines for the Comedot Project and Repository
Project Overview
- This project is a template for the Godot game engine.
- It's a component-based framework similar to ECS for making 2D games.
- It's open-source and hosted at https://github.com/InvadingOctopus/comedot
- For more details, see
/README.md
Folder Structure & Module Organization
/Components/,/Entities/: The core foundational classes of the framework and common gameplay components./AutoLoad/: Global singletons, startup scripts and shared helper functions./Scripts/: Shared scripts that can be used for any node type that isn't an entity or component./Resources/: Classes for Godot.tres"Resources" (not media assets): Data containers for core gameplay elements such asStat.gd/Scenes/,/UI/: Reusable and customizable scenes/nodes and UI controls/layouts./Templates/: Prebuilt entity+component sets and scenes for quick gameplay prototyping./Assets/: Art/sound/music and other media, including third-party packs for placeholders and prototyping./Tests/: Playable scenes and supporting scripts for manually testing subsystems and mechanics such as combat or tile-based/turn-based components. Name format:*Test.tscn+*Test.gd/addons/: Godot Editor plugins./Notes/: Design documents, indexes/catalogs of entities/components/scripts, and other development notes. When looking for a component or script to use for a task, search these*Catalog.mdfiles./Temporary/,/Lab/: Transient experiments. All files in these folders should always be ignored. Disregard any errors or warnings in files in those folders. If an untracked file in these folders prevents compilation/parsing/export, exclude that file or consider temporarily removing it./Scripts/Tools/Tools.gd,*Tools.gd: Files containing global static standalone helper functions for builtin Godot nodes & types. This is a workaround for the inability to extend builtin Godot types with custom methods without using subclasses./Game/: Game-specific files that are NOT part of the Comedot framework itself. These files should be ignored when referring to the framework, and only accessed when considering an actual game being made with Comedot. If the there is a/Game/AGENTS.override.mdfile, it takes precedence for any instructions related to the specific game.
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.
- 3d ago First seen · 129 lines · 3,244 tokens per session scan A 5036336af3dd
comedot AGENTS.md is an instructions file published in the GitHub repository InvadingOctopus/comedot (525 stars, last pushed 3d ago), licensed MIT. It adds 3,244 tokens to every session, about $0.0162 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 2026-08-30.
Other instructions, from other repositories
yume CLAUDE.md
Instructions for kamwoh/yume, covering yume (夢) — json-driven game framework on godot, quick start, framework structure, how the engine works and tick rate is the engine's heartbeat (2026-05-16).
summer-engine-agent AGENTS.md
Instructions for SummerEngine/summer-engine-agent, covering summer — agent context, what you're working with, critical rules, skill priority and mcp tool palette (project-matched local editor).
professional-game-developer.skill AGENTS.md
Instructions for chahat1709/professional-game-developer.skill, covering agents, layout and agent instructions.
llmgine CLAUDE.md
Claude Code instructions for lordbasilaiassistant-sudo/llmgine, covering llmgine — project notes for claude, iron rules, gotchas that already burned us, commands and state.
godogen CLAUDE.md
Instructions for htdt/godogen, a project described as: Autonomous game development for Godot, Bevy, and Babylon.js with Claude Code and Codex.
o3de-mcp AGENTS.md
AGENTS.md instructions for nickschuetz/o3de-mcp, covering agent guide — o3de-mcp, quick start decision tree, token efficiency rules, 1. batch over individual calls and 2. query before modifying.