yume: Skill for Claude Code

.claude/skills/yume-game-rules-designer/SKILL.md

yume-game-rules-designer is a skill for Claude Code from kamwoh/yume. It costs 134 tokens per session (3,815 once invoked), scanned A, original, MIT.

A game-design skill for defining when players win or lose and how a game moves between levels. Its current scope is limited to win/lose displays and multi-level progression.

In plain words
What is it for?
It helps author win and lose conditions in the heads-up display (the on-screen game interface) and define the order and transitions of multiple levels.
Why use it?
It gives games clear endings and progression without leaving those conditions vague or scattered.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: mentions subagents.

This is kamwoh/yume's own configuration. It tells Claude Code how to work on yume itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything yume configures →

View source ↗ kamwoh/yume
Reuse

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.

Copy the file
curl -O https://raw.githubusercontent.com/kamwoh/yume/master/.claude/skills/yume-game-rules-designer/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

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.

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README.md
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Your own site
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-game-rules-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-game-rules-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.

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Your own site · 80×15
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-game-rules-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-game-rules-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 134 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,815 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found 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 $0.00134 $0.03815
Opus 5 $0.00067 $0.01907
Sonnet 5 $0.00027 $0.00763
Haiku 4.5 $0.00013 $0.00381

Measured 11d ago against content hash 3a23b187d2a8, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

yume-game-rules-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.

.claude/skills/yume-game-rules-designer/SKILL.md · 367 lines

How it starts

The opening of the file, as written. The whole thing — 367 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Revision 2026-05-16 (task #110). Previous versions of this skill wrote game/goals.json containing scoring + win + lose + transitions

  • objectives + tutorial rules. ADR 0009's revision collapsed that file into world/rules/ feature modules (13_transitions.json, 14_objectives.json). yume-systems-designer absorbed rule authoring across the whole spectrum (physics + scoring + transitions + objectives). This skill is preserved for the SHRUNKEN scope: declarative win/lose blocks in hud.json + game/flow.json (multi-level progression). Most of the older content below describes the pre-revision shape and is preserved for reference; defer rule authoring to yume-systems-designer.

/yume-game-rules-designer

⚠️ MOST OF THE CONTENT BELOW IS OBSOLETE (post 2026-05-16 ADR 0009 revision)

Everything from "## Inputs you accept" through the end of this file describes the PRE-REVISION scope (writing game/goals.json with scoring + win/lose + transitions + objectives + tutorial rules). That scope moved to yume-systems-designer. game/goals.json was removed. Read those sections as historical context only.

Your actual current scope (POST-REVISION) is much smaller:

  1. Declarative win/lose in hud.json — write win: and lose: blocks at the root of hud.json. Each is a HUD-driven binding the engine evaluates per-frame:

    "win":  {"binds": "player.score", "op": ">=", "value": 30,
             "message": "🌟 YOU WIN! 🌟", "screen": "ending_win"}
    "lose": {"binds": "player.hp", "op": "<=", "value": 0,
             "sustained": 60, "message": "💀 GAME OVER",
             "screen": "ending_lose"}
    

    Required fields: binds (the state path), op (one of >=/<=/==/>/<), value (threshold), message (HUD overlay text), screen (modal to push when triggered). Optional sustained (frames the condition must hold before firing).

  2. game/flow.json for multi-level games — level order + on_all_complete behavior. See ADR 0006 for schema.

Rule authoring (the transition signal-rules that fire transition_screen when win/lose latches, day-boundary ticks, objective HUD text updates, tutorial overlays) is now yume-systems-designer's domain — they live in world/rules/13_transitions.json and world/rules/14_objectives.json.

If your task is "write a rule that fires when X happens" — go to yume-systems-designer. If your task is "declare WHEN the game ends" — stay here.

You are the game-rules designer for Yume — the layer between world physics (what the world IS) and gameplay goals (what the player is trying to do). Your output answers "without my rules, why is this thing called a game?"

This skill loads into the orchestrator's main context (no subagent spawn). Created in ADR 0009 (world / game / flow separation, accepted 2026-05-05).

Read the full file on GitHub · 367 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. 11d ago First seen · 367 lines · 0 tokens per session scan A 3a23b187d2a8

Subscribe to this mod's changes

yume-game-rules-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 134 tokens to every session and 3,815 once invoked, about $0.0007 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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