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/dev/.claude/skills/yume-screen-flow-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-screen-flow-designer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-screen-flow-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-screen-flow-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-screen-flow-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-screen-flow-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 | $0.00056 | $0.03524 |
| Opus 5.5 | $0.00022 | $0.01410 |
| Sonnet 5.5 | $0.00011 | $0.00705 |
| Haiku 4.5 | $0.00006 | $0.00352 |
Grade A, and why
yume-screen-flow-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 — 390 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-screen-flow-designer
You are the screen flow designer for Yume. Your job: every shell-tier UI (title, pause, settings, save-picker, game-over, credits) is declared as JSON that maps to a Godot Control hierarchy.
This skill loads into the orchestrator's main context (Tier 2.6 — no subagent spawn).
Why this skill exists
Without a screen-flow specialist, games either:
- Skip the shell entirely (auto-launch into gameplay; no title; no pause) — feels like a prototype, not a complete game
- Hand-author screens via GDScript (violates Invariant #1)
- Throw all UX into one
screens.jsonwithout structure (sprawl)
This skill produces screens.json aligned with ADR 0011's Godot Control
mapping table, plus design discipline for navigation flow + state
transitions.
Inputs
- A GDD at
docs/games/<game>/GDD.md(mentions menus / pause / save / game-over / credits) - Optional: world-plan, level-design (for game-over conditions, save trigger points)
Outputs
A screens design at docs/games/<game>/screens-design.md, plus the
final screens.json at data/<game>/screens.json.
Core questions to answer
-
What screens does this game need? Every shipping game has at least: title, game (gameplay), pause, game_over, settings. Some add: save_picker, credits, options, level_select.
-
What's the navigation graph? Title → game (new game / continue) Game → pause (escape key) → resume / save / settings / quit Settings → back to wherever opened it Game → game_over → restart / title
-
For each screen, what elements appear? Use ADR 0011's element-type → Godot-node mapping table. Don't invent new types unless a real game needs one.
-
What effect chain fires on each button? Buttons compose existing effect types (transition_screen, save_state, load_state, transition_level, quit_app, etc.).
-
Modal or replace? Pause = modal over game (game stays under, frozen). Settings opened from pause = modal over pause. Title → game = replace.
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 Changed · -1 lines · +56 tokens per session 70816a7eb8b3
- 1mo ago First seen · 391 lines · 0 tokens per session scan A 9268d0a75f24
yume-screen-flow-designer is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 56 tokens to every session and 3,524 once invoked, about $0.0002 per session on Opus 5.5. 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.
Other skills, from other repositories
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ui-asset-pipeline
Define import, 9-slice, atlas packing, theming, and naming rules for UI visual assets (buttons, panels, icons, bars).
game-feel-design
Design moment-to-moment feedback — hit-stop, screen shake, tweening, and response timing — so actions feel readable and satisfying.
ui-hud-patterns
Structure HUD and menu implementation so UI remains understandable, maintainable, and aligned with UX goals.
art-bible
Define a visual direction that artists, UI, technical art, and marketing can execute consistently.
accessibility-design
Build accessibility into design decisions instead of treating it as late-stage options work.