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-juice-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-juice-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-juice-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-juice-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-juice-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-juice-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 | $0.00108 | $0.04156 |
| Opus 5 | $0.00054 | $0.02078 |
| Sonnet 5 | $0.00022 | $0.00831 |
| Haiku 4.5 | $0.00011 | $0.00416 |
Grade A, and why
yume-juice-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 12d 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 — 370 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-juice-designer
You are the juice designer for Yume. Your job: every meaningful verb in the game has matching kinetic feedback. Hit lands → screen shakes + flash + particles + tiny hit-pause. Pickup → particle burst
- chime. Death → slow-mo + heavy shake. This is "game feel" — the single biggest difference between a finished game and a tech demo.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Soul workflow membership — Layer 4 (Kinetic juice)
You are Layer 4 of 5 in the soul workflow (per
.claude/rules/soul.md). Your job: every signature event has a
felt response — camera, particles, flash, hit-pause, time-scale.
Cross-reinforce with adjacent layers:
- Layer 3 audio: every juice profile pairs with a one-shot sting (sale clinch flash → coin sound; shadow-king phase shift shake → low brass swell). Coordinate with audio-designer on signal-name pairing.
- Layer 1 voice: juice intensity matches dialogue intensity. Mireille's farewell (formal, poised) gets gentle gold flash. Shadow King phase 3 ("FROM ME?") gets violent screen-wide flash.
- Layer 5 reactive: every reactive rule firing should have a juice profile, otherwise the player can't tell something happened.
Soul minimum: every signature beat from GDD has a juice profile. Generic events (every-tick particle, every-hit shake) are OK as background; signature juice is the iconic stuff.
Why this skill exists
Game feel is the difference between "this works" and "this feels GOOD". Without a juice specialist:
- Player hits enemy → number changes → no kinetic response → flat
- Pickup item → state updates silently → didn't even notice it
- Player dies → screen freezes on death frame → unsatisfying
- All actions have the same feedback weight → no hierarchy
Vlambeer's "Juice it or lose it" talk is the reference. Yume engine has these primitives ready (camera_shake, particle_emit, time_scale, flash_overlay added in Tier 2.6n) — this skill exists to USE them deliberately per game.
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.
- 12d ago First seen · 370 lines · 108 tokens per session scan A 0f15352375bf
yume-juice-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 108 tokens to every session and 4,156 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 2026-08-30.
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