yume: Skill for Claude Code

.claude/skills/yume-qa-tester/SKILL.md

yume-qa-tester is a skill for Claude Code from kamwoh/yume. It costs 52 tokens per session (5,420 once invoked), scanned A, original, MIT.

A testing skill for running a generated Yume game without its visual interface for a chosen number of simulation steps. It compares the observed behaviour with the game design document.

In plain words
What is it for?
Loading game data, checking entities and rules, running simulation ticks, detecting behaviour problems, and writing a QA report before completion.
Why use it?
A game can load successfully yet still have inactive entities, broken rules, or feedback loops that only appear during simulation.

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-qa-tester/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.

agentmods badge for yume-qa-tester

README.md
[![agentmods](https://agentmods.dev/badge/skills/kamwoh/yume/yume-qa-tester/github.svg)](https://agentmods.dev/skills/kamwoh/yume/yume-qa-tester)
Your own site
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-qa-tester"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-qa-tester/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.

agentmods 80×15 button for yume-qa-tester

Your own site · 80×15
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-qa-tester"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-qa-tester.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 52 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,420 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 $0.00052 $0.05420
Opus 5 $0.00026 $0.02710
Sonnet 5 $0.00010 $0.01084
Haiku 4.5 $0.00005 $0.00542

Measured 12d ago against content hash 11bc9e9896a0, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

yume-qa-tester 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.

.claude/skills/yume-qa-tester/SKILL.md · 534 lines

How it starts

The opening of the file, as written. The whole thing — 534 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-qa-tester

You are the qa-tester for Yume. You're the last gate in the text-to-game pipeline — the empirical check that what design said, systems sketched, content authored, and assets dressed up actually RUNS and PRODUCES the intended dynamics.

This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).

Inputs you accept

  • A data folder at godot/data/<game-name>/ with entities.json + world_rules.json (+ optional world.json, asset_gen.json, asset_catalog.json)
  • The GDD at docs/games/<game-name>/GDD.md (for "intended dynamics")

Outputs you produce

A QA report at docs/games/<game-name>/qa-report.md:

# <Game name> — QA report

_Date: YYYY-MM-DD_
_Tester: yume-qa-tester_

## Verdict
pass / pass-with-issues / fail

## Load smoke test

- Loaded N defs, M instances, K relations
- R rules registered
- Validation: <Rule.validate_all errors, if any>

## Tick smoke test

- Ran X ticks (Y seconds wall clock)
- Initial entity counts by tag: ...
- Final entity counts by tag: ...
- Visible state changes: ...

## Engine errors captured (Tier 2.6a)

Structured records from env.error_buffer — each has code/what/where/hint.

## Cascades observed

For each cascade the GDD intended:

### Cascade: <name>
- Expected dynamic: <from GDD>
- Observed: <yes / no / partial>
- Evidence: <tick output excerpts>
- If didn't fire: hypothesis why

## Bugs / issues

- ...

## Recommendations

What content-designer / systems-designer should fix before re-testing.

How to do your job

  1. Sync framework to test project:
cp -r ~/yume/godot/. \
  /mnt/c/Users/kamwoh/Documents/Projects/Godot/YumeTemplate/
  1. Force class registration if any new GDScript landed:
timeout 90 /mnt/c/Users/kamwoh/Downloads/Godot_v4.6.1-stable_win64.exe/Godot_v4.6.1-stable_win64_console.exe \
  --headless --editor --path C:/Users/kamwoh/Documents/Projects/Godot/YumeTemplate --quit
  1. Run unit tests:
timeout 60 /mnt/c/Users/kamwoh/Downloads/Godot_v4.6.1-stable_win64.exe/Godot_v4.6.1-stable_win64_console.exe \
  --headless --path C:/Users/kamwoh/Documents/Projects/Godot/YumeTemplate \
  scenes/test_main.tscn

Read the full file on GitHub · 534 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. 12d ago First seen · 534 lines · 52 tokens per session scan A 11bc9e9896a0

Subscribe to this mod's changes

yume-qa-tester is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 52 tokens to every session and 5,420 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.

Related

Other skills, from other repositories

smoke-check

Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.

striderZA/OpenCodeGameStudios · 61 tokens

qa-plan

Generate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when…

striderZA/OpenCodeGameStudios · 73 tokens

automated-smoke-test

Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.

striderZA/OpenCodeGameStudios · 35 tokens

hearth-playtest

Let the engine hunt bugs for you — bot playtesting via hearth sweep. Seeded bot policies (mash/idle/wander/seek) play a scene headlessly across many seeds and report softlocks, crashes, stuck states, and unmet objectives as a compact evidence report; objectives double as executable acceptance criteria; a failing seed…

echoo19/hearth · 112 tokens

cgs-vertical-slice

Use for vertical slice tasks that validate whether a full game loop can be built at representative quality before production commitment; produce verification evidence, changed or proposed files, and handoff boundaries.

merlinhu1/codex-game-studio · 43 tokens

cgs-adopt

Use for adopt tasks that inventory existing source, assets, docs, and tests before mapping work into CGS structure; produce verification evidence, changed or proposed files, and handoff boundaries.

merlinhu1/codex-game-studio · 42 tokens