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 ckorhonen/claude-skills --skill playdate-devgit clone --depth 1 https://github.com/ckorhonen/claude-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/ckorhonen/claude-skills/playdate-dev)<a href="https://agentmods.dev/skills/ckorhonen/claude-skills/playdate-dev"><img src="https://agentmods.dev/badge/skills/ckorhonen/claude-skills/playdate-dev/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/ckorhonen/claude-skills/playdate-dev"><img src="https://agentmods.dev/badge/skills/ckorhonen/claude-skills/playdate-dev.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 | $0.00076 | $0.03221 |
| Opus 5 | $0.00038 | $0.01611 |
| Sonnet 5 | $0.00015 | $0.00644 |
| Haiku 4.5 | $0.00008 | $0.00322 |
Grade A, and why
playdate-dev 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 9d 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 — 451 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Playdate Dev
Overview
Build Playdate games in Lua using the official Playdate SDK. The Playdate is a small yellow handheld with a 400×240 1-bit display, a physical crank, A/B buttons, and a D-pad. Understanding its constraints and unique input is essential.
Hardware specs:
- Display: 400×240 pixels, 1-bit (black/white only)
- Memory: ~16 MB RAM (aim for <8 MB peak usage)
- CPU: 180 MHz Cortex-M7 (device is slower than simulator — always profile on hardware)
- Input: A button, B button, D-pad (up/down/left/right), crank, menu button
- Audio: 44.1kHz stereo, Synth + SamplePlayer APIs
- Accelerometer: 3-axis, opt-in to save battery
Quick Start Workflow
- Clarify the request scope (gameplay goal, target device vs simulator, SDK version, release vs prototype).
- Choose inputs and accessibility (buttons, crank, accelerometer; provide non-crank alternatives; respect reduce-flashing setting).
- Choose rendering approach (sprites vs immediate draw, image sizes, refresh rate, 1x vs 2x scale).
- Implement the core loop (define
playdate.update(), update game state, callplaydate.graphics.sprite.update()andplaydate.timer.updateTimers()when used). - Add metadata and launcher assets (
pdxinfo, buildNumber, launcher card and icon sizes). - Test in the Simulator and on hardware (screen legibility, crank feel, audio balance, performance).
Starter Project
- Copy
assets/lua-starterinto a new project folder. - Keep
Source/main.luaandSource/pdxinfoin the source root. - Replace placeholder values in
pdxinfoand extend the update loop.
Build with:
pdc Source GameName.pdx # compile to .pdx bundle
# Then open GameName.pdx in the Simulator, or drag to device
Core Game Loop
-- main.lua
import "CoreLibs/object"
import "CoreLibs/graphics"
import "CoreLibs/sprites"
import "CoreLibs/timer"
local gfx <const> = playdate.graphics
-- Game state
local playerX, playerY = 200, 120
function playdate.update()
-- 1. Handle input
if playdate.buttonIsPressed(playdate.kButtonLeft) then
playerX -= 2
elseif playdate.buttonIsPressed(playdate.kButtonRight) then
playerX += 2
end
-- 2. Handle crank
local crankDelta = playdate.getCrankChange() -- degrees since last update
playerY += crankDelta * 0.1 -- map crank to movement
-- 3. Update sprites and timers (required each frame if used)
gfx.sprite.update()
playdate.timer.updateTimers()
-- 4. Draw (if not using sprites)
gfx.clear()
gfx.fillCircleAtPoint(playerX, playerY, 10)
end
What ships with it
4 files 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.
- 9d ago First seen · 451 lines · 76 tokens per session scan A 68a1ffef7fa9
playdate-dev is a skill published in the GitHub repository ckorhonen/claude-skills (14 stars, last pushed 2mo ago), licensed MIT. It adds 76 tokens to every session and 3,221 once invoked, about $0.0004 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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