forge-game

forge-game is a skill for Claude Code from ForgeyClap/claude-forge. It costs 0 tokens per session (1,389 once invoked), scanned A, original, MIT.

A playbook for building and checking playable games in browser or game-engine environments such as Canvas, WebGL, Phaser, and Godot.

In plain words
What is it for?
Use it to check game input, updates, rendering, win and lose states, restart behavior, save and load behavior, collisions, and frame rate.
Why use it?
It helps catch games that only display a screen but cannot complete a real play cycle, become stuck, or fail to restart.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions Codex.

Good fit Use it to check game input, updates, rendering, win and lose states, restart behavior, save and load behavior, collisions, and frame rate.

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Install with agentmods
npx agentmods add skills/forgeyclap/claude-forge/forge-game
Install

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.

Any agent
npx skills add ForgeyClap/claude-forge --skill forge-game
Clone the repo
git clone --depth 1 https://github.com/ForgeyClap/claude-forge

Made for: Claude Code.

Wrote 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.

agentmods badge for forge-game

README.md
[![agentmods](https://agentmods.dev/badge/skills/forgeyclap/claude-forge/forge-game/github.svg)](https://agentmods.dev/skills/forgeyclap/claude-forge/forge-game)
Your own site
<a href="https://agentmods.dev/skills/forgeyclap/claude-forge/forge-game"><img src="https://agentmods.dev/badge/skills/forgeyclap/claude-forge/forge-game/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.

agentmods 80×15 button for forge-game

Your own site · 80×15
<a href="https://agentmods.dev/skills/forgeyclap/claude-forge/forge-game"><img src="https://agentmods.dev/badge/skills/forgeyclap/claude-forge/forge-game.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,389 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00000 $0.01389
Opus 5.5 $0.00000 $0.00556
Sonnet 5.5 $0.00000 $0.00278
Haiku 4.5 $0.00000 $0.00139

Measured 20d ago against content hash 0e23487cb3fc, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

forge-game 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 20d 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.

.claude/skills/forge-game/SKILL.md · 40 lines

How it starts

The opening of the file, as written. The whole thing — 40 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Forge playbook — Games (browser · Godot)

A game is an interactive-loop domain — "done" means a human (or a driven browser session) can actually play it start-to-finish, not that a screen renders. HUD/menus and responsive layout defer to forge-website / ui-boss; this file governs the playable loop, stuck-state safety, input/viewport coverage, and honest playtest evidence. The core honesty rule: never call a game playable without real evidence of a completed loop (win and lose and restart reached). Opt-in limit: browser games can be driven + screenshotted directly with the browser tool; Godot needs the Godot toolchain (editor/export), which is opt-in and owner-side — if it isn't installed, mark export/clean-run steps not-run and report only what was actually driven.

Hard rules (non-negotiable)

  • A genuinely playable loop. The core loop runs end-to-end: input → state update → render → feedback, reaching a win and a lose condition and a working restart. Not a static mockup, not a title screen with a dead "Play" button.
  • No stuck / soft-lock states. No dead-end where the player can't progress or restart; game-over and win are always reachable and recoverable; pause/resume works; input never stops responding. A soft-lock is a shipping-blocker, not a polish item.
  • Cross-viewport + declared inputs. The canvas scales/letterboxes correctly at mobile and desktop sizes with no cut-off UI — or the game explicitly declares desktop-only. Every declared input method actually works (keyboard, mouse, touch, gamepad as appropriate; Godot: multiple resolutions/aspect ratios via a stretch mode).
  • Honor the dependency constraint. If the brief says vanilla / no-framework / zero-dependency, honor it — no CDN pulls, self-contained assets. If the game ships as a Forge artifact, it must be self-contained under the artifact CSP (inline JS/CSS, assets as data URIs — no external hosts).
  • Runtime health. Zero console errors during a full play session; a stable frame rate using a delta-time loop (requestAnimationFrame with elapsed time; a fixed timestep for physics) rather than assuming 60fps; and cleanup on restart/scene change — listeners, intervals, timers, and audio nodes are removed so replaying doesn't leak or double-fire.
  • Persistence works if promised. If save/load or high-scores are in scope, they actually persist and restore correctly across reloads.
  • Real playtest evidence. The loop is proven by actually playing it (or driving it via browser automation) with screenshots/recording showing win + lose + restart — evidence, never an assertion.

Read the full file on GitHub · 40 lines

Changes

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.

  1. 20d ago Changed · -50 tokens per session 0e23487cb3fc
  2. 1mo ago First seen · 40 lines · 50 tokens per session scan A a68db3edf601

Subscribe to this mod's changes

forge-game is a skill published in the GitHub repository ForgeyClap/claude-forge (2 stars, last pushed 21d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 1,389 tokens. 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.