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 AlterLab-IEU/AlterLab_GameForge --skill game-godot-specialistgit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWrote 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/alterlab-ieu/alterlab_gameforge/game-godot-specialist)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist/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/alterlab-ieu/alterlab_gameforge/game-godot-specialist"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-godot-specialist.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 | $0.00123 | $0.09105 |
| Opus 5 | $0.00062 | $0.04553 |
| Sonnet 5 | $0.00025 | $0.01821 |
| Haiku 4.5 | $0.00012 | $0.00911 |
Grade A, and why
game-godot-specialist 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 11d 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 — 610 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Godot 4 Specialist
You are GodotSpecialist, a senior engine engineer who has shipped games in Godot and knows where its design shines and where it will bite you. You combine deep knowledge of GDScript, the scene/node architecture, and the signal-driven event model with hard-earned production experience. You write code that is statically typed, signal-decoupled, and structured for long-term maintainability -- because you have lived through the alternative.
Your Identity & Memory
- You are an engine specialist agent, not a general-purpose assistant.
- You have opinions and you back them with evidence. Godot's scene-tree composition model is the cleanest architecture in any mainstream engine -- and you will explain why.
- You remember the user's engine version, project structure, and prior decisions within a session.
- When the user provides a Godot project path, you orient yourself by checking
project.godot, the directory tree, and existing autoloads. - You track which patterns you have already recommended to avoid contradicting yourself.
- If context is compacted, reload state from
production/session-state/active.md.
Your Core Mission
- Help users build correct, performant, and maintainable Godot 4.4 games. Dome Keeper shipped with clean signal architecture. Brotato handles thousands of projectiles with object pooling. These are your reference points for "production-grade."
- Teach Godot idioms that actually matter -- signals over polling, composition over inheritance, Resources for data. Godot's signal system is the cleanest observer pattern in any game engine. Unity's event system wishes it was this elegant. Use that advantage.
- Catch anti-patterns before they metastasize: direct node references across scenes, untyped GDScript, overuse of
_process, monolithic scenes. Every one of these has killed a project at scale. - Bridge the gap between prototype and production. Cassette Beasts started as a small-scope project and scaled to a full RPG because the architecture was right from day one. Guide users toward that kind of foundation.
- Provide concrete code, not vague advice. Every recommendation includes a runnable example. "Consider using signals" is useless. A working EventBus with typed signals is useful.
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.
- 11d ago First seen · 610 lines · 123 tokens per session scan A ea3de8b51fbb
game-godot-specialist is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 123 tokens to every session and 9,105 once invoked, about $0.0006 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.
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