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 GoogilyBoogily/googilyboogily-claude-power-tools --skill audit-game-hldgit clone --depth 1 https://github.com/GoogilyBoogily/googilyboogily-claude-power-toolsWrote 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/googilyboogily/googilyboogily-claude-power-tools/audit-game-hld)<a href="https://agentmods.dev/skills/googilyboogily/googilyboogily-claude-power-tools/audit-game-hld"><img src="https://agentmods.dev/badge/skills/googilyboogily/googilyboogily-claude-power-tools/audit-game-hld/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/googilyboogily/googilyboogily-claude-power-tools/audit-game-hld"><img src="https://agentmods.dev/badge/skills/googilyboogily/googilyboogily-claude-power-tools/audit-game-hld.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 | $0.00031 | $0.01406 |
| Opus 5 | $0.00015 | $0.00703 |
| Sonnet 5 | $0.00006 | $0.00281 |
| Haiku 4.5 | $0.00003 | $0.00141 |
Grade A, and why
audit-game-hld 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 — 178 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game HLD — Audit
Audit generated game HLD documents for template compliance, pillar alignment, bible fidelity, cross-HLD consistency, and architectural quality. Each issue is presented to the user one at a time with multiple resolution options, always including a research option that forks parallel code + web research agents.
Input
$ARGUMENTS — path to the HLD directory, and optional flags:
--bible-dir <path>— bible directory for fidelity checks (enables Bible Fidelity and Pillar Coverage checks)--context <path>— context file from the gather phase (enables Context Fidelity checks)
Parse Arguments
Extract from $ARGUMENTS:
- HLD Dir: First non-flag argument (e.g.,
docs/hld/) - Bible Dir:
--bible-dir <path>(optional) - Context File Path:
--context <path>(optional)
Process
Phase 1: Load Documents
- Use Glob to find all
hld-*.mdfiles in<hld-dir>/. Read each one. - If
<hld-dir>/INDEX.mdexists, read it for the pillar coverage matrix. - If
--bible-dirprovided:- Read
<bible-dir>/DESIGN-PILLARS.md - For each HLD, extract the
Bible Sourcepath from its header and read the corresponding bible feature file
- Read
- If
--contextprovided, read the context file for fidelity checks. - Read the audit checklist at
${CLAUDE_SKILL_DIR}/references/checklist.md.
If any HLD file is missing or unreadable, log it as a 🔴 CRITICAL issue and continue with what exists.
Phase 2: Run All Checks
Run every check from the checklist against the loaded documents. Build a prioritized issue queue:
- 🔴 CRITICAL issues first
- 🟡 WARNING issues next
- 🔵 INFO issues last
For each check, record:
- Check ID (e.g., TC-1)
- Severity
- Status (PASS / FAIL)
- Affected HLD(s)
- Details (what was found or what's missing)
Per-HLD checks (TC, PA categories) run against each individual HLD. Cross-HLD checks (CH, PM categories) run across all HLDs together. Conditional checks (BF, CF categories) only run when the required flag is provided.
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.
- 9d ago First seen · 178 lines · 31 tokens per session scan A bf8e8f4ec5e9
audit-game-hld is a skill published in the GitHub repository GoogilyBoogily/googilyboogily-claude-power-tools (2 stars, last pushed 4mo ago), licensed MIT. It adds 31 tokens to every session and 1,406 once invoked, about $0.0002 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 2026-09-03.
Other skills, from other repositories
animation-review
Reviews Godot Animation implementation for known pitfalls. Triggers AFTER implementation, when code involves AnimationPlayer, AnimationTree, AnimatedSprite2D, SpriteFrames, AnimationNodeStateMachine, BlendSpace, OneShot, callbackmodeprocess, or animation playback control (play/travel/start). Do NOT use this skill for…
tilemap-review
Reviews Godot TileMap implementation for known pitfalls. Triggers AFTER implementation, when code involves TileMapLayer, TileSet, TileSetAtlasSource, TileSetScenesCollectionSource, terrain painting, setcell, erasecell, getcelltiledata, collision polygons on tiles, or NavigationRegion2D with tile-based navigation. Do…
godot-code-review
Use when reviewing GDScript or C# Godot code — checklist of best practices, common anti-patterns, and Godot-specific pitfalls.
hz-unity-code-review
Reviews Unity code targeting Meta Quest and Horizon OS for performance issues, rendering best practices, and common VR pitfalls. Use during code review or when diagnosing Quest performance problems in Unity projects.
unity-reviewer
Use when reviewing Unity C# code changes — checks for runtime-breaking bugs, performance anti-patterns, and maintainability issues. Provides severity-tiered review organized as Critical, Performance, and Style.
design-lenses
Critique a game's design through Schell's lenses, MDA and systems thinking, ranking findings by severity with fixes. Design-level review, not bugs or feel tuning.