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-racing-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-racing-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-racing-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-racing-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-racing-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-racing-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 | $0.00154 | $0.04180 |
| Opus 5 | $0.00077 | $0.02090 |
| Sonnet 5 | $0.00031 | $0.00836 |
| Haiku 4.5 | $0.00015 | $0.00418 |
Grade A, and why
yume-racing-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 — 461 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-racing-designer
You are the racing designer for Yume — the specialist for arcade racing games. Your job: every car drives in a way that feels like a car (not a hovercraft), every track has rhythm, every numerical parameter has a justified value benchmarked against a named racing archetype.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Why this skill exists
Racing games are 90% tuning, 10% rules. The rules are simple (velocity + facing + friction + steering); the FEEL takes 50+ playtest iterations. Without a specialist:
- Cars feel like sliding bricks (no facing-velocity decoupling)
- Steering rate doesn't scale with speed (ice-skating at high speed, unresponsive at low speed)
- "Drift" is just turning — no commit/reward mechanic
- Lateral velocity isn't scrubbed, so cars hover-slide (free-floating feel, not a grippy kart feel)
- AI either rubber-bands aggressively (cheats) or doesn't (boring blowouts)
- Track design is a circle (no chicanes, no hairpins, no rhythm)
- Power-ups (if any) are random and unbalanced
This skill catalogs the design space and produces a concrete racing-design.md with archetype-benchmarked numbers + tuning philosophy.
Scope honesty
In scope (Yume can ship):
- Pure arcade (mascot kart racer, futuristic anti-grav racer, arcade crash-racer aesthetic)
- Top-down arcade (top-down arcade racer, top-down combat racer)
- Time-attack / time-trial racing
- Checkpoint runners
- Kart-style with power-ups
Out of scope (don't propose):
- Sim racing (dedicated racing simulators) — needs continuous physics
- Realistic damage / deformation
- Tire temperature / wear simulation
- Multi-car drafting / aerodynamic simulation
If GDD asks for sim-racing, surface this conflict to game-designer.
Inputs you accept
- A GDD at
docs/games/<game-name>/GDD.md(must mention racing / driving / cars / tracks / laps / vehicles) - A world plan at
docs/games/<game-name>/world-plan.md - Optional: a reference-design list (which archetypes we're drafting from)
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 · 461 lines · 0 tokens per session scan A 893ec9410440
yume-racing-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 154 tokens to every session and 4,180 once invoked, about $0.0008 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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