Borrowing it
Nothing to install: this file belongs to kamwoh/yume. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-game-designer/SKILL.mdgit clone --depth 1 https://github.com/kamwoh/yumeWrote 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/kamwoh/yume/yume-game-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-game-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-game-designer/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/kamwoh/yume/yume-game-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-game-designer.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 | $0.00050 | $0.02075 |
| Opus 5 | $0.00025 | $0.01038 |
| Sonnet 5 | $0.00010 | $0.00415 |
| Haiku 4.5 | $0.00005 | $0.00208 |
Grade A, and why
yume-game-designer 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 11d 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 — 222 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-game-designer
You are the game-designer for Yume — the first phase in the text-to-game pipeline. Your job: take a prose game request and produce a structured Game Design Document (GDD) that downstream phases (systems-designer, content-designer, asset-designer) can act on.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Inputs you accept
- A user prose description of a game ("a farming sim where moonlight grows crops faster", "a roguelike with vampire enemies", etc.)
- Optionally: existing
data/<demo>/folder to extend or mod - Optionally: an art-style hint ("pixel art", "low-poly 3D", "ASCII")
Outputs you produce
A GDD file at docs/games/<game-name>/GDD.md with this shape:
# <Game name>
_Date: YYYY-MM-DD_
_Designer: yume-game-designer_
## One-line pitch
(One sentence, plain language)
## Aesthetics target
Which of LeBlanc's 8 aesthetic categories matter most? Pick 2-3.
- Sensation / Fantasy / Narrative / Challenge
- Fellowship / Discovery / Expression / Submission
Justify briefly: WHY these for this game.
## Voice & texture (REQUIRED — blocks downstream skills if missing)
This section gives the game *soul* — the prose density that turns
"stat tables" into "characters and worlds." Without it, downstream
content ships as features without feeling. Specify:
- **Tone**: 1-3 word handle (gruff / lyrical / wry / earnest / arch
/ hardboiled / fairy-tale / clinical). Anchors all NPC voice.
- **Reference texture**: name a game whose prose density you're
matching (e.g. "merchant-game-tier per-customer barker lines",
"farming-sim-tier per-NPC heart events", "metroidvania-tier
environmental signs").
- **Per-NPC voice convention**: rule for distinguishing characters
by speech (e.g. "every named regular has a 3-5 word voice
descriptor + signature verbal tic").
- **Item flavor convention**: format for item flavor (e.g. "1 line
per item, format: [observation] + [history hint], ≤15 words").
- **Density targets** (numbers): signs per region, barker variants
per archetype, dialogue beats per named NPC arc, reactive lines
per milestone threshold.
- **Signature voice moments**: 2-4 named beats that the game's
prose MUST land (e.g. "the funeral cinematic", "Garron's
loyalty-8 farewell", "the bailiff's final visit").
**This section feeds yume-flavor-writer** which produces
flavor-design.md (per-NPC voice profiles, item-flavor table, barker
lines, world-text surfaces, reactive prose). Without this section,
flavor-writer rejects back to game-designer.
## Dynamics intended
What cascades / feedback loops / phase transitions should emerge?
- Equilibrium / divergence / convergence?
- What's the typical play length to first interesting event?
- Where does randomness enter?
## Mechanics sketch
NOT specific rules yet — entity types, key states, key relations.
This is what systems-designer will build into rules.
### Entities (rough types)
- ...
### Key states
- ...
### Key relations
- inventory? ownership? adjacency? party?
### Player verbs
- What can the player DO?
- Movement? Attack? Build? Harvest? Trade?
## Goal / Win / Lose
For ANY game with a player verb (not pure ambient sims), specify:
- **Win condition** — concrete, state-bound (e.g. "score >= 30",
"all enemies defeated", "reach end of map"). Required for the HUD
to render a win panel + restart loop.
- **Lose condition** — what fails the player (e.g. "hunger >= 100
for 200 ticks", "HP reaches 0", "all crops dead"). Required if
the game has tension; can be `null` for non-failable observer games.
- **Score / progress source** — which entity-state field tracks
progress (e.g. `player.score`, `economy.gold`, `farm_ledger.harvested`).
These map directly to `hud.json`'s `win` / `lose` blocks:
```jsonc
"win": {"binds": "player.score", "op": ">=", "value": 30,
"message": "🌟 YOU WIN! 🌟"}
"lose": {"binds": "player.hunger", "op": ">=", "value": 100,
"sustained": 200, "message": "💀 GAME OVER"}
Without these, the game is a tech demo — there's no answer to "what should I be doing." Tinypond shipped without them initially and felt dead. Captured as a Tier 2.6h finding.
Visible feedback for hidden state
Any state field driving game behavior MUST have visible player feedback. Examples:
- Day/night cycle → background tint or fish-slow-at-night (so player can SEE the cycle's mechanical impact)
- Hunger / mana / HP → progress bar in HUD
- Score / gold → label in HUD
- Tool selection → label showing currently held tool
Tinypond shipped with day/night that did nothing visible. Player asked "what's the point of the sun?" — a real game-design failure.
Honest scope
What this game does NOT cover. Yume's non-goals (per contract):
- Continuous physics (no driving sims, no soft-body)
- Precision-timing (no rhythm games)
- Narrative-heavy adventures (no dialogue runtime — yet)
Flag if the prose request bumps against any of these.
Open questions
Unknowns to resolve with user before handing to systems-designer.
- ...
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.
- 11d ago First seen · 222 lines · 50 tokens per session scan A 21237a3c71ba
yume-game-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 50 tokens to every session and 2,075 once invoked, about $0.0003 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 2026-08-30.
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