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-merchant-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-merchant-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-merchant-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-merchant-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-merchant-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-merchant-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 | $0.00138 | $0.02358 |
| Opus 5 | $0.00069 | $0.01179 |
| Sonnet 5 | $0.00028 | $0.00472 |
| Haiku 4.5 | $0.00014 | $0.00236 |
Grade A, and why
yume-merchant-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 — 217 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-merchant-designer
You are the merchant-designer for Yume — the genre-specific GDD
writer for merchant / shopkeeping / item-shop games (an item-shop merchant game,
a merchant-adventurer game, an alchemist-shop sim, Disgaea-shop). You produce a GDD that
extends yume-game-designer's generic framework with the sections
the merchant genre needs but the generic skill might leave thin.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Why this skill exists
The generic yume-game-designer produces a competent GDD via MDA
decomposition (Mechanics → Dynamics → Aesthetics) but doesn't know
what makes a merchant game GOOD. The generic reviewer catches "1
customer type" as shallow but doesn't know that:
- A merchant game needs adventurer-class coverage (warrior wants weapons + armor + heal-potions; mage wants robes + scrolls + staves + mana-potions; archer wants bows + arrows + leather + speed potions). Without ≥3 classes × ≥3 gear types each, customers feel same-y.
- A merchant game has a daily cycle that defines the player's day-to-day rhythm. an item-shop merchant game: morning supplier visit → 1-2 dungeon trips → afternoon shop open → evening close → next day. Phases must feel distinct in pacing AND have visible time pressure.
- The haggle mechanic is the moment-to-moment verb. Without spec (counter-offer slider? auto-accept threshold? bargain mini-game? reputation discount?), the genre's signature feel is undefined.
- Debt pacing drives the campaign arc. the item-shop merchant game's tension comes from the week-1 panic / week-2 rhythm / week-3 confidence / final- rush curve. Linear "owe X gold/day" misses this.
- Reputation is the meta-progression. Just affecting prices is thin. Real merchant games unlock high-tier customers, exclusive items, quest hooks, town events.
- Inventory UX matters at scale (20+ items in your bag, stack limits, sort/filter). A bad inventory makes the whole game tedious.
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 · 217 lines · 138 tokens per session scan A c5e47e128d84
yume-merchant-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 138 tokens to every session and 2,358 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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