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 agentmods add skills/hermeticormus/libregamedev-claude-code/playtest-patternsnpx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill playtest-patternsgit clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-CodeWrote 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/hermeticormus/libregamedev-claude-code/playtest-patterns)<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/playtest-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/playtest-patterns.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 | $0.00000 | $0.02233 |
| Opus 5 | $0.00000 | $0.01117 |
| Sonnet 5 | $0.00000 | $0.00447 |
| Haiku 4.5 | $0.00000 | $0.00223 |
Grade A, and why
playtest-patterns 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 3d 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 — 243 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Playtest Patterns
Death Heatmap Collection
# Collect and visualize death positions as a heatmap overlay
class_name DeathHeatmap extends Node2D
var _death_positions: Dictionary = {} # Vector2i -> int (count)
@export var cell_size: int = 16 # Group deaths by cell size (pixels or world units)
@export var max_heat: int = 10 # Deaths at or above this = max color intensity
@export var heat_color_cold: Color = Color(0, 0, 1, 0.3) # Blue = few deaths
@export var heat_color_hot: Color = Color(1, 0, 0, 0.7) # Red = many deaths
func record_death(world_position: Vector2) -> void:
var cell := Vector2i(int(world_position.x / cell_size), int(world_position.y / cell_size))
_death_positions[cell] = _death_positions.get(cell, 0) + 1
queue_redraw()
_save_to_disk() # Persist across sessions
func _draw() -> void:
for cell in _death_positions:
var count: int = _death_positions[cell]
var heat := clampf(float(count) / float(max_heat), 0.0, 1.0)
var color := heat_color_cold.lerp(heat_color_hot, heat)
var rect := Rect2(
Vector2(cell) * cell_size,
Vector2(cell_size, cell_size)
)
draw_rect(rect, color)
func _save_to_disk() -> void:
var file := FileAccess.open("user://death_heatmap.json", FileAccess.WRITE)
if file:
var serialized := {}
for cell in _death_positions:
serialized["%d,%d" % [cell.x, cell.y]] = _death_positions[cell]
file.store_string(JSON.stringify(serialized))
func load_from_disk() -> void:
var file := FileAccess.open("user://death_heatmap.json", FileAccess.READ)
if not file:
return
var parsed := JSON.parse_string(file.get_as_text())
if parsed is Dictionary:
for key in parsed:
var parts := key.split(",")
var cell := Vector2i(int(parts[0]), int(parts[1]))
_death_positions[cell] = int(parsed[key])
Analytics Event Schema
# Structured analytics events for funnel and behavior analysis
class_name GameAnalytics extends Node
const ANALYTICS_FILE := "user://analytics_session.jsonl" # JSON Lines format
var _session_id: String
var _session_start: float
func _ready() -> void:
_session_id = _generate_session_id()
_session_start = Time.get_unix_time_from_system()
_log_event("session_start", {})
func _generate_session_id() -> String:
return "%d_%d" % [Time.get_unix_time_from_system(), randi()]
func _log_event(event_type: String, data: Dictionary) -> void:
var event := {
"session_id": _session_id,
"timestamp": Time.get_unix_time_from_system(),
"elapsed": Time.get_unix_time_from_system() - _session_start,
"event": event_type,
"data": data
}
var file := FileAccess.open(ANALYTICS_FILE, FileAccess.READ_WRITE)
if not file:
file = FileAccess.open(ANALYTICS_FILE, FileAccess.WRITE)
if file:
file.seek_end()
file.store_line(JSON.stringify(event))
# Specific event types
func log_player_death(position: Vector3, cause: StringName, level: StringName) -> void:
_log_event("player_death", {
"position": {"x": position.x, "y": position.y, "z": position.z},
"cause": cause,
"level": level,
})
func log_level_complete(level: StringName, time_seconds: float, deaths: int) -> void:
_log_event("level_complete", {
"level": level,
"time": time_seconds,
"deaths": deaths,
})
func log_mechanic_used(mechanic: StringName, context: StringName) -> void:
_log_event("mechanic_used", {"mechanic": mechanic, "context": context})
func log_checkpoint_reached(checkpoint_id: StringName) -> void:
_log_event("checkpoint", {"id": checkpoint_id})
func log_quit(reason: StringName = &"unknown") -> void:
_log_event("session_end", {
"reason": reason,
"total_time": Time.get_unix_time_from_system() - _session_start,
})
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.
- 3d ago First seen · 243 lines · 0 tokens per session scan A 791bd1748bf5
playtest-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,233 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.
Other skills, from other repositories
luban-dev
Luban 游戏配置全栈工具,支持枚举/Bean/数据表的增删改查、代码生成、TEngine 集成。触发场景:(1) 编辑游戏配置数据(配置表/数据表/道具表/技能表/奖励表/活动表),(2) 新增/修改/删除配置表结构,(3) 定义枚举/Bean/字段,(4) 导表/生成配置代码,(5) 编写 luban.conf 或 Schema 定义,(6) Luban 类型系统/校验器问题。即使用户未明确说"Luban",只要是编辑游戏配置数据,也应使用此技能。.
html-to-ugui
HTML 原型转 Unity UGUI 智能 Prefab 生成管线。通过 AI 生成符合 UI-DSL 的 HTML,用 Playwright/浏览器烘焙 JSON v2 坐标、图片和适配意图,再导入 Unity 由 HtmlToUGUIBaker 生成可维护、多终端适配的 UGUI Prefab。触发场景:(1) 需要从自然语言生成 Unity UGUI 界面 (2) 需要从 HTML 原型烘焙 UGUI (3) UI 中包含图片并希望一键导入/绑定 Sprite (4) 需要 PC/mobile/pad 多终端适配 Prefab。.
tengine-dev
TEngine Unity 游戏框架开发指导。触发词:TEngine, UIWindow, UIWidget, GameEvent, AddUIEvent, LoadAssetAsync, SetSprite, HybridCLR, YooAsset, Luban, GameModule, 热更, 资源加载, UI开发, 事件系统, 配置表.
ai-system
AI system for game entities including behavior trees, finite state machines, steering behaviors, and decision making.
godot-2d-animation
Expert patterns for 2D animation in Godot using AnimatedSprite2D and skeletal cutout rigs. Use when implementing sprite frame animations, procedural animation (squash/stretch), cutout bone hierarchies, or frame-perfect timing systems. Trigger keywords: AnimatedSprite2D, SpriteFrames, animationfinished…
godot-2d-physics
Expert patterns for Godot 2D physics including collision layers/masks, Area2D triggers, raycasting, and PhysicsDirectSpaceState2D queries. Use when implementing collision detection, trigger zones, line-of-sight systems, or manual physics queries. Trigger keywords: CollisionShape2D, CollisionPolygon2D, collisionlayer…