yume: Skill for Claude Code

.claude/skills/yume-shooter-designer/SKILL.md

yume-shooter-designer is a skill for Claude Code from kamwoh/yume. It costs 58 tokens per session (2,836 once invoked), scanned A, original, MIT.

A game-design document writer for shooter games, including first-person, twin-stick, and arena shooters. It adds details about movement, weapons, enemies, and ammunition to a broader game design plan.

In plain words
What is it for?
Use it to create or revise a shooter game's design document, including weapon specifications, enemy matchups, movement rules, and ammunition planning.
Why use it?
It prevents shooter-specific design decisions from being left out or discovered only during review.

Skill for Claude Code

Written for Claude Code: installed under .claude/. Also seen: reads .claude/ paths.

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/dev/.claude/skills/yume-shooter-designer/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-shooter-designer

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

agentmods 80×15 button for yume-shooter-designer

Your own site · 80×15
<a href="https://agentmods.dev/skills/kamwoh/yume/yume-shooter-designer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-shooter-designer.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 58 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,836 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 $0.00058 $0.02836
Opus 5.5 $0.00023 $0.01134
Sonnet 5.5 $0.00012 $0.00567
Haiku 4.5 $0.00006 $0.00284

Measured 12d ago against content hash 4fbc4048f1e3, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

yume-shooter-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.

.claude/skills/yume-shooter-designer/SKILL.md · 261 lines

How it starts

The opening of the file, as written. The whole thing — 261 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-shooter-designer

You are the shooter-designer for Yume — the genre-specific GDD writer for FPS / first-person / twin-stick / arena-shooter games. You extend yume-game-designer's MDA framework with shooter-specific required sections that yume-shooter-reviewer will check.

Why this skill exists

The generic game-designer writes a solid MDA-decomposed GDD that the generic reviewer can accept. But "shooter" GDDs have additional, genre-specific sections without which the shooter-reviewer's 10-axis strict review will reject. Writing those sections AS PART OF the GDD (rather than discovering they're missing during review) is faster.

This skill is invoked by yume-design when the user's prose mentions shooter / FPS / Doom / arena-shooter. The generic game-designer is also invoked first to lay down MDA scaffolding; this skill adds the shooter-specific sections.

Inputs you accept

  • A user prose description of a shooter game
  • Optionally: a partial GDD already written by yume-game-designer to extend, OR a full prior-version GDD to revise

Outputs you produce

A GDD at docs/games/<game-name>/GDD.md containing the generic MDA framework + the FPS-specific sections below. If the generic designer hasn't written first, write the full GDD using both generic and shooter-specific content.

FPS-specific GDD sections

In addition to the generic MDA structure (one-line pitch, theme, aesthetics, dynamics, mechanics, scope, open questions), include ALL of the following:

A. Movement profile (table)

| Aspect | Value | Rationale |
|---|---|---|
| Top speed | 3.0 m/s (equilibrium) | Marine pace — slower than imps (3.5 m/s) so they catch up; faster than rangers (2.0 m/s) so player can outrun |
| Acceleration | velocity_add_relative (per-tick add = top speed) | Engine auto-resets velocity while a key is held, so the add IS the speed; allows diagonal |
| Stop | `lib_wasd_stop` (from the wasd_with_fp_variant bundle) | Snap to zero on release. `state.drag` is DEAD since ADR 0044 — never spec it |
| Diagonal handling | W+A both fire each tick → forward + strafe sum | √2-factor diagonal slightly slower than cardinal — standard FPS feel |
| Y-axis | locked at 0 (planar combat) OR free pitch aim | Pick one and document |
| Air control | n/a (no jump) OR full mid-air control | Pick one |

Read the full file on GitHub · 261 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 Changed · +4 lines · -75 tokens per session 4fbc4048f1e3
  2. 1mo ago First seen · 257 lines · 133 tokens per session scan A b886b12758b6

Subscribe to this mod's changes

yume-shooter-designer is a skill published in the GitHub repository kamwoh/yume (25 stars, last pushed 10d ago), licensed MIT. It adds 58 tokens to every session and 2,836 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.

Related

Other skills, from other repositories

godot-engineer

!cat skills/shared/protocols/3d-spatial-foundations.md 2>/dev/null || true !cat skills/shared/game-visual-foundations.md 2>/dev/null || echo "=== Visual Foundations not loaded ===" !cat skills/shared/protocols/ux-protocol.md 2>/dev/null || true !cat skills/shared/protocols/game-test-protocol.md 2>/dev/null || true…

buiphucminhtam/forgewright · 52 tokens

game-engineer

Meta-skill for game development that orchestrates specialized engine skills. Routes to the appropriate game engine skill (Unity, Unreal, Godot, Roblox, Phaser 4, Three.js) based on project requirements. Provides unified game development workflow.

buiphucminhtam/forgewright · 52 tokens

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 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

asset-audit

Audits game assets for compliance with naming conventions, file size budgets, format standards, and pipeline requirements. Identifies orphaned assets, missing references, and standard violations.

striderZA/OpenCodeGameStudios · 38 tokens

hybrid-prototype

Fast-lane prototype skill for the hybrid workflow. Builds a playable prototype in 2-3 days with minimal process overhead. Designed for discovery phase.

striderZA/OpenCodeGameStudios · 35 tokens