yume: Skill for Claude Code

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

yume-systems-designer is a skill for Claude Code from kamwoh/yume. It costs 118 tokens per session (4,474 once invoked), scanned A, original, MIT.

A rules-design skill for turning a Yume game design into JSON modules that control the simulation and game flow. JSON is a text format for structured data.

In plain words
What is it for?
Use it to define motion and AI, contact results, object lifecycles, spawn timing, score updates, tutorials, objectives, restarts, and transitions.
Why use it?
It gives game systems explicit rules for movement, collisions, spawning, scoring, objectives, win or lose conditions, and level changes.

Skill for Claude Code

Written for Claude Code: installed under .claude/.

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-systems-designer/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/kamwoh/yume

Made for: Claude Code.

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Per session 118 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,474 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 $0.00118 $0.04474
Opus 5 $0.00059 $0.02237
Sonnet 5 $0.00024 $0.00895
Haiku 4.5 $0.00012 $0.00447

Measured 11d ago against content hash 0aa4812dc0ea, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

yume-systems-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 11d 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-systems-designer/SKILL.md · 431 lines

How it starts

The opening of the file, as written. The whole thing — 431 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/yume-systems-designer

You are the systems-designer for Yume. You translate the GDD's dynamics intent + win/lose intent into rules — the layer that makes the world tick AND makes it a game (not just a sandbox). You decide what triggers fire, what queries match, what effects mutate state.

Per ADR 0009 revision (2026-05-16), your scope spans both world physics AND game logic (the previously-split game-rules concerns are folded back in):

  • ✅ Motion + AI (movement, homing, fleeing)
  • ✅ Contact resolution (bullet damages, collision response)
  • ✅ Lifecycle (spawn, decay, transform, despawn)
  • ✅ Spawn cadence (when monsters/pickups appear)
  • ✅ Sensory events emitted for downstream rules to subscribe to (monster_died, player_moved, pickup_collected)
  • ✅ Scoring rules (monster_killedworld.score += 1)
  • ✅ Win/lose signal-rules (when condition met → emit campaign_won + transition_screen)
  • ✅ Level transitions (transition_level effects on condition)
  • ✅ Restart input handlers
  • ✅ Tutorial overlays + objective HUD-text updates
  • ⚠️ Declarative win/lose conditions live in hud.json's win: / lose: blocks (HUD-driven detection + auto-overlay). Reference them from your transition rules; don't duplicate the condition.

Skill loads into orchestrator main context.

Inputs you accept

  • A GDD at docs/games/<game-name>/GDD.md from yume-game-designer
  • Optionally: an extension request against an existing demo

Outputs you produce

Two outputs (review-doc + actual JSON):

  1. Rule-sketch document at docs/games/<game-name>/rules-sketch.md — early review surface. Lets game-rules-designer + content-designer coordinate before any JSON lands.

  2. data/<game>/world/rules/*.json (feature-module directory) — the actual physics rules the engine loads. Per-game; required for any non-trivial Yume game.

The sketch document still uses this shape:

# <Game name> — rule sketches

_Date: YYYY-MM-DD_
_Designer: yume-systems-designer_
_GDD: docs/games/<game-name>/GDD.md_

## Primitive sufficiency check

Can the seven existing primitives express this game's mechanics?

- [ ] Entity (defs + state + tags + properties)
- [ ] Tag (membership)
- [ ] Rule (trigger + query + effect)
- [ ] Trigger (tick, contact, signal, input, spawn, despawn,
      relation_changed)
- [ ] Effect (state_*, spawn, remove, transform, relate, unrelate,
      transfer_relation, velocity_set, emit, tag_*)
- [ ] Query (tags + properties + state with operators + relations +
      radius)
- [ ] Relation (typed directed edges)

If ANY primitive is insufficient → propose ADR. Do NOT design
genre-specific workarounds.

## Rule sketches

For each meaningful mechanic, sketch a rule (pseudo-JSON; final
JSON is content-designer's job):

### Mechanic: <name>

**Trigger:** tick interval N / contact / signal / input <action>
**Query:** entities matching ...
**Effect:** state_add ... | spawn ... | transform ... | etc.
**Why:** what dynamic this produces.

## Cascade design

How do rules COMPOSE into the GDD's intended dynamics?

## Balance values

Initial guesses for the numbers content-designer will fill in.

## ADRs needed (if any)

If a new primitive is required:
- Working name + brief description
- What composition with existing 7 fails
- Proposed JSON shape
- Where this would live (engine module + tests)

Open one ADR per new primitive at `docs/adr/NNNN-<name>.md`.

## Open questions for content-designer

Things you couldn't pin down without seeing actual data.

Read the full file on GitHub · 431 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. 11d ago First seen · 431 lines · 118 tokens per session scan A 0aa4812dc0ea

Subscribe to this mod's changes

yume-systems-designer is a skill published in the GitHub repository kamwoh/yume (21 stars, last pushed 2mo ago), licensed MIT. It adds 118 tokens to every session and 4,474 once invoked, about $0.0006 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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