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 CoralGame/Claude-Code-Game-Studios --skill scope-checkgit clone --depth 1 https://github.com/CoralGame/Claude-Code-Game-StudiosWrote 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/coralgame/claude-code-game-studios/scope-check)<a href="https://agentmods.dev/skills/coralgame/claude-code-game-studios/scope-check"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/scope-check/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/coralgame/claude-code-game-studios/scope-check"><img src="https://agentmods.dev/badge/skills/coralgame/claude-code-game-studios/scope-check.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 | $0.00032 | $0.00763 |
| Opus 5 | $0.00016 | $0.00381 |
| Sonnet 5 | $0.00006 | $0.00153 |
| Haiku 4.5 | $0.00003 | $0.00076 |
Grade A, and why
scope-check 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 5d 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.
This is a copy
100% identical to scope-check — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
When this skill is invoked:
-
Read the original plan — Find the relevant document:
- If a feature name: read the design doc from
design/gdd/ - If a sprint number: read the sprint plan from
production/sprints/ - If a milestone: read the milestone definition from
production/milestones/
- If a feature name: read the design doc from
-
Read the current state — Check what has actually been implemented or is in progress:
- Scan the codebase for files related to the feature/sprint
- Read git log for commits related to this work
- Check for TODO comments that indicate unfinished scope additions
-
Compare original vs current scope:
## Scope Check: [Feature/Sprint Name] Generated: [Date] ### Original Scope [List of items from the original plan] ### Current Scope [List of items currently implemented or in progress] ### Scope Additions (not in original plan) | Addition | Who Added | When | Justified? | Effort | |----------|-----------|------|------------|--------| | [item] | [commit/person] | [date] | [Yes/No/Unclear] | [S/M/L] | ### Scope Removals (in original but dropped) | Removed Item | Reason | Impact | |-------------|--------|--------| | [item] | [why removed] | [what's affected] | ### Bloat Score - Original items: [N] - Current items: [N] - Items added: [N] (+[X]%) - Items removed: [N] - Net scope change: [+/-N] ([X]%) ### Risk Assessment - **Schedule Risk**: [Low/Medium/High] — [explanation] - **Quality Risk**: [Low/Medium/High] — [explanation] - **Integration Risk**: [Low/Medium/High] — [explanation] ### Recommendations 1. **Cut**: [Items that should be removed to stay on schedule] 2. **Defer**: [Items that can move to a future sprint/version] 3. **Keep**: [Additions that are genuinely necessary] 4. **Flag**: [Items that need a decision from producer/creative-director] -
Output the scope check with a clear verdict:
- On Track: Scope within 10% of original
- Minor Creep: 10-25% scope increase — manageable with adjustments
- Significant Creep: 25-50% scope increase — need to cut or extend timeline
- Out of Control: >50% scope increase — stop and re-plan
Rules
- Scope creep is additions without corresponding cuts or timeline extensions
- Not all additions are bad — some are discovered requirements. But they must be acknowledged and accounted for.
- When recommending cuts, prioritize preserving the core player experience over nice-to-haves
- Always quantify scope changes — "it feels bigger" is not actionable, "+35% items" is
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.
- 5d ago First seen · 74 lines · 32 tokens per session scan A a8ee43a21bcc
scope-check is a skill published in the GitHub repository CoralGame/Claude-Code-Game-Studios (19 stars, last pushed 5mo ago), licensed MIT. It adds 32 tokens to every session and 763 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to scope-check, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
motion
How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.