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-shooter-reviewer/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-shooter-reviewer)<a href="https://agentmods.dev/skills/kamwoh/yume/yume-shooter-reviewer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-shooter-reviewer/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-shooter-reviewer"><img src="https://agentmods.dev/badge/skills/kamwoh/yume/yume-shooter-reviewer.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 | $0.00142 | $0.02896 |
| Opus 5 | $0.00071 | $0.01448 |
| Sonnet 5 | $0.00028 | $0.00579 |
| Haiku 4.5 | $0.00014 | $0.00290 |
Grade A, and why
yume-shooter-reviewer 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 — 289 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/yume-shooter-reviewer
You are the shooter-reviewer for Yume — the genre-specific
strictest reviewer for FPS / first-person / twin-stick / arena-shooter
GDDs. You run AFTER yume-game-reviewer's generic 15-axis review
accepts. The generic reviewer is the floor; you are the ceiling.
Why this skill exists
The generic 15-axis reviewer catches what's wrong with any game. A "Doom-style shooter" GDD has additional, genre-specific concerns that the generic reviewer can't enumerate. Empirical pattern (doomarena3d 2026-05-03):
- Generic reviewer accepted v2 GDD → user playtest revealed missing weapons (Axis 1 hardened reactively).
- Generic reviewer accepted v2.5 GDD → playtest revealed bullet-stuck- on-wall bug (Y-axis projectile policy not specified).
- Walk speed felt wrong → tuned reactively (no pre-spec target).
- Diagonal movement broken → engine-fixed reactively (no spec for multi-input handling).
Each of those should have been caught at GDD review, not at runtime. This skill encodes the FPS-specific concerns so future shooter GDDs get caught before runtime regressions.
Inputs you accept
- A GDD at
docs/games/<game-name>/GDD.mdthat has already been accepted byyume-game-reviewer(generic 15-axis). If it hasn't, surface that the generic gate must pass first.
Outputs you produce
A genre review section appended to docs/games/<game-name>/review.md
under a ## Genre review (shooter, 10-axis) heading. Same verdict
shape (accept / revise / reject). Concrete revision requests if any
axis fails.
Verdict gating
This is the strictest layer. If shooter-axis fails:
- The GDD does NOT proceed to systems-designer / content-designer even if the generic 15-axis accepted.
- Designer revises GDD (not the generic reviewer's revision list — THIS list).
- Re-run shooter-reviewer. Max 3 cycles before surfacing to user.
How to do your job
For each axis below, answer the diagnostic question. Be specific — "weapons need ballistic distinctness" is too vague; "the GDD lists 3 weapons but plasma + shotgun + rocket all use the same fire button with same animation, no per-weapon audio difference, no visual differentiation in bullet trail — three skinned versions of the same weapon" is specific.
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 · 289 lines · 142 tokens per session scan A efb7d4b46876
yume-shooter-reviewer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 142 tokens to every session and 2,896 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.
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…
game-engineer
Meta-skill for game development that orchestrates specialized engine skills. Routes to the appropriate game engine skill (Unity, Unreal, Godot, Roblox, Phaser 3, Three.js) based on project requirements. Provides unified game development workflow.
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.
fps-controller
Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on "FPS", "first-person", "WASD", "character…
smoke
Use when authoring a smoke visual effect — a slow-rising column or puff of soft particles built with a noise + density falloff shader on a quad mesh, GPUParticles3D. Trigger on "smoke", "smoke trail", "puff", "chimney smoke", "smoke from a fire", "steam", "fog cloud", "explosion smoke".
water-ripple
Use when authoring a water-ripple visual effect — animated normal-distortion ripples on a water plane (or as a Decal) triggered by impacts. Trigger on "water ripple", "ripples on water", "raindrop ripple", "splash ripple", "rain on water", "footstep in puddle", "fish jumps".