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 devinilabs/pro-skill --skill build-isometric-arpggit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/devinilabs/pro-skill/build-isometric-arpg)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/build-isometric-arpg"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/build-isometric-arpg.svg" alt="Measured on agentmods" 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 | $0.00054 | $0.00453 |
| Opus 5 | $0.00027 | $0.00227 |
| Sonnet 5 | $0.00011 | $0.00091 |
| Haiku 4.5 | $0.00005 | $0.00045 |
Grade A, and why
build-isometric-arpg 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 8d 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 build-isometric-arpg — 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.
How it starts
The opening of the file, as written. The whole thing — 39 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Build Isometric ARPG
Build one coherent playable loop before expanding scope: title/menu, character choice, movement, one encounter, reward, progression, and continuation.
Establish the production contract
- Inspect the current game entry point, scene loop, content model, controls, save model, and tests.
- Record the authoritative baseline before integrating dependent work. Preserve unmerged work and do not build from a stale branch.
- Define data-driven contracts for player classes, equipment, enemies, zones, encounters, quests, and review fixtures. Keep authored content separate from runtime state.
Build in vertical slices
Deliver each slice with a playable route and deterministic test state. Prefer this order:
- Movement, camera, collision, target selection, and pause/restart.
- One combat verb plus contact, damage, posture, recovery, and death.
- One enemy with telegraph, decision loop, and counterplay.
- One reward and atomic inventory/progression update.
- One zone transition or objective completion.
Avoid adding a second system until the preceding slice has gameplay proof, automated coverage, and a stable save/load path.
Maintain runtime boundaries
- Keep simulation state deterministic and serializable where possible.
- Consume authoritative contact events; do not infer physics outcomes from visual state.
- Centralize timing, damage, cooldown, and content values. Do not duplicate combat clocks across components.
- Make equipment, pickups, save migration, and reset flows atomic and idempotent.
- Provide review query parameters or fixtures for difficult states such as boss phase changes, empty inventory, interrupted actions, and save migrations.
Validate before release
Run focused unit tests, type/lint checks, production build, and a real playthrough in the repository-approved browser. Verify a fresh start, saved continuation, loss/retry, one complete objective, keyboard/mouse controls, and the intended mobile baseline. Report known baseline failures separately from new failures.
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.
- 8d ago First seen · 39 lines · 54 tokens per session scan A ddcb64e5b9fb
build-isometric-arpg is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 25d ago), licensed MIT. It adds 54 tokens to every session and 453 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to build-isometric-arpg, differing in 0 lines, and is treated as a copy.
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