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 skills add 0xheycat/isometric-game-skills --skill isometric-building-spritesgit clone --depth 1 https://github.com/0xheycat/isometric-game-skillsWrote 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/skills/0xheycat/isometric-game-skills/isometric-building-sprites)<a href="https://agentmods.dev/skills/0xheycat/isometric-game-skills/isometric-building-sprites"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-building-sprites/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/skills/0xheycat/isometric-game-skills/isometric-building-sprites"><img src="https://agentmods.dev/badge/skills/0xheycat/isometric-game-skills/isometric-building-sprites.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 | $0.00033 | $0.00447 |
| Opus 5 | $0.00016 | $0.00224 |
| Sonnet 5 | $0.00007 | $0.00089 |
| Haiku 4.5 | $0.00003 | $0.00045 |
Grade A, and why
isometric-building-sprites 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 12d 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.
What it actually says
Isometric Building Sprites

Overview
Buildings are large multi-tile sprites. They need a clear footprint (how many tiles they occupy), a consistent height-to-base ratio, and a known anchor so characters can walk in front of and behind them.
When to Use
- You need houses, barns, shops, towers, or other structures.
- Buildings overlap tiles incorrectly or float.
- Characters draw in front of buildings they should be behind.
Process
- Lock art direction and the tile base size first.
- Decide each building footprint in tiles (e.g. 2x2) BEFORE generating.
- Prompt one building, isolated on a plain background, sitting on a visible diamond footprint with a soft contact shadow.
- Keep settings + seed fixed so all buildings share one style and light.
- Clean alpha with
transparent-cutout-cleanup. - Set the anchor at the front-bottom tile of the footprint for depth sorting.
- Place a character next to and behind the building to verify occlusion (see
depth-sorting-occlusion).
Rationalizations (Stop Lying to Yourself)
| Excuse | Reality |
|---|---|
| "Footprint does not matter, I will eyeball placement" | Eyeballed footprints break collision and sorting. Decide tiles first. |
| "Buildings can be a slightly different style" | The biggest objects on screen must match hardest. Fix style + seed. |
Red Flags - STOP if you catch yourself:
- No defined tile footprint per building.
- Building height/scale varies wildly across the set.
- Characters render in front of tall buildings.
Verification
You are NOT done until every box is checked:
- Each building has a documented tile footprint and anchor.
- All buildings share one style, light, and scale.
- Character occlusion in front of and behind each building is correct.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 51 lines · 33 tokens per session scan A d894779e43d1
isometric-building-sprites is a skill published in the GitHub repository 0xheycat/isometric-game-skills (15 stars, last pushed 1mo ago), licensed MIT. It adds 33 tokens to every session and 447 once invoked, about $0.0002 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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