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 jeremylongworth-source/AgentSkills --skill game-multiplayer-designgit clone --depth 1 https://github.com/jeremylongworth-source/AgentSkillsWrote 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/jeremylongworth-source/agentskills/game-multiplayer-design)<a href="https://agentmods.dev/skills/jeremylongworth-source/agentskills/game-multiplayer-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-multiplayer-design/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/jeremylongworth-source/agentskills/game-multiplayer-design"><img src="https://agentmods.dev/badge/skills/jeremylongworth-source/agentskills/game-multiplayer-design.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 | $0.00091 | $0.00877 |
| Opus 5 | $0.00046 | $0.00439 |
| Sonnet 5 | $0.00018 | $0.00175 |
| Haiku 4.5 | $0.00009 | $0.00088 |
Grade A, and why
game-multiplayer-design 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 6d 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 — 62 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Multiplayer Design
Core Workflow
- Identify the game mode, player count, genre, platform, latency tolerance, cheat risk, session length, persistence needs, and hosting model.
- Choose topology deliberately: dedicated server, listen server, relay-assisted peer-to-peer, distributed authority, or turn-based/asynchronous backend.
- Define authority before implementation. State which machine owns simulation, movement, inventory, combat, RNG, spawning, scoring, economy, and match results.
- Design data flow as messages and replicated state, not as local single-player code with networking added later.
- Separate input, prediction, server validation, reconciliation, interpolation, presentation, persistence, and matchmaking concerns.
- Test with real network conditions: latency, jitter, packet loss, disconnects, reconnects, host migration if applicable, low frame rate, and platform suspend/resume.
Architecture Priorities
- Server authority: prefer server-owned game state for competitive, economy-sensitive, or cheat-prone systems.
- Client responsiveness: use client-side prediction, local input echo, interpolation, animation smoothing, and rollback where appropriate.
- Replication scope: send only relevant state at the right frequency; avoid broadcasting private, unnecessary, or high-rate data.
- Determinism: use deterministic simulation only when the project can enforce it; otherwise design explicit reconciliation and correction paths.
- Ownership: distinguish authority, ownership, visibility, and permission. Owning a player object does not automatically mean trusting the client.
- Persistence: keep durable progress, purchases, inventory, ranked results, and social state on trusted services.
- Security: validate all client requests, rate-limit network actions, and treat clients as potentially modified.
- Observability: add logs, network stats, replay traces, packet captures, and debug overlays where they reduce multiplayer guesswork.
Topology Guidance
What ships with it
2 files 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.
- 6d ago First seen · 62 lines · 91 tokens per session scan A 955488da3add
game-multiplayer-design is a skill published in the GitHub repository jeremylongworth-source/AgentSkills (1 stars, last pushed 7d ago), licensed MIT. It adds 91 tokens to every session and 877 once invoked, about $0.0005 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.
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