map-systems

map-systems is a skill for Claude Code from IdoCohen560/claude-unity-game-studio. It costs 26 tokens per session (3,708 once invoked), scanned A, a copy of map-systems, MIT.

A planning tool for breaking a game idea into separate systems, showing how they depend on each other, and recording them in an index.

In plain words
What is it for?
Use it to map gameplay, technical, or content systems and choose the next system to design.
Why use it?
It turns a broad game concept into smaller design tasks and helps you decide what to design first.

Skill for Claude Code

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.

agentmods
npx agentmods add skills/idocohen560/claude-unity-game-studio/map-systems
Any agent
npx skills add IdoCohen560/claude-unity-game-studio --skill map-systems
Clone the repo
git clone --depth 1 https://github.com/IdoCohen560/claude-unity-game-studio

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 map-systems

README.md
[![agentmods](https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/map-systems.svg)](https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/map-systems)
Your own site
<a href="https://agentmods.dev/skills/idocohen560/claude-unity-game-studio/map-systems"><img src="https://agentmods.dev/badge/skills/idocohen560/claude-unity-game-studio/map-systems.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,708 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 91% copy Near-identical to another mod 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 $0.00026 $0.03708
Opus 5 $0.00013 $0.01854
Sonnet 5 $0.00005 $0.00742
Haiku 4.5 $0.00003 $0.00371

Measured 2d ago against content hash 5f1f6ae093e0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

map-systems 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 2d 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.

Origin

This is a copy

91% identical to map-systems — 5 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.

examples/my-first-game/.claude/skills/map-systems/SKILL.md · 364 lines

How it starts

The opening of the file, as written. The whole thing — 364 lines — stays where its author put it; the contents beside it link to each section on GitHub.

When this skill is invoked:

Parse Arguments

Two modes:

  • No argument: /map-systems — Run the full decomposition workflow (Phases 1-5) to create or update the systems index.
  • next: /map-systems next — Pick the highest-priority undesigned system from the index and hand off to /design-system (Phase 6).

Also resolve the review mode (once, store for all gate spawns this run):

  1. If --review [full|lean|solo] was passed → use that
  2. Else read production/review-mode.txt → use that value
  3. Else → default to lean

See .claude/docs/director-gates.md for the full check pattern.


Phase 1: Read Concept (Required Context)

Read the game concept and any existing design work. This provides the raw material for systems decomposition.

Required:

  • Read design/gdd/game-concept.mdfail with a clear message if missing:

    "No game concept found at design/gdd/game-concept.md. Run /brainstorm first to create one, then come back to decompose it into systems."

Optional (read if they exist):

  • Read design/gdd/game-pillars.md — pillars constrain priority and scope
  • Read design/gdd/systems-index.md — if exists, resume from where it left off (update, don't recreate from scratch)
  • Glob design/gdd/*.md — check which system GDDs already exist

If the systems index already exists:

  • Read it and present current status to the user
  • Use AskUserQuestion to ask: "The systems index already exists with [N] systems ([M] designed, [K] not started). What would you like to do?"
    • Options: "Update the index with new systems", "Design the next undesigned system", "Review and revise priorities"

Phase 2: Systems Enumeration (Collaborative)

Extract and identify all systems the game needs. This is the creative core of the skill — it requires human judgment because concept docs rarely enumerate every system explicitly.

Step 2a: Extract Explicit Systems

Scan the game concept for directly mentioned systems and mechanics:

  • Core Mechanics section (most explicit)
  • Core Loop section (implies what systems drive each loop tier)
  • Technical Considerations section (networking, procedural generation, etc.)
  • MVP Definition section (required features = required systems)

Read the full file on GitHub · 364 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. 2d ago First seen · 364 lines · 26 tokens per session scan A 5f1f6ae093e0

Subscribe to this mod's changes

map-systems is a skill published in the GitHub repository IdoCohen560/claude-unity-game-studio (17 stars, last pushed 1mo ago), licensed MIT. It adds 26 tokens to every session and 3,708 once invoked, about $0.0001 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to map-systems, differing in 5 lines, and is treated as a copy.

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