ask-me

ask-me is a skill for Claude Code from kyh/vibedgames. It costs 120 tokens per session (1,481 once invoked), scanned A, original, MIT.

A question-by-question planning guide for turning a rough game idea into a build-ready design.

In plain words
What is it for?
Use it to develop a vague game concept into a clear specification covering its mechanics, decisions, and implementation direction.
Why use it?
It removes uncertainty before coding by resolving game rules, terminology, and design choices one at a time. It also checks whether the proposed gameplay still works in difficult or unusual situations.

Skill for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the game-craft plugin — 12 skills shipped together

Good fit Use it to develop a vague game concept into a clear specification covering its mechanics, decisions, and implementation direction.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/ask-me
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Any agent
npx skills add kyh/vibedgames --skill ask-me
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code.

Or install game-craft, the plugin that ships this one along with the rest of its 12 skills.

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 ask-me

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/ask-me.svg)](https://agentmods.dev/skills/kyh/vibedgames/ask-me)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/ask-me"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/ask-me.svg" alt="Measured on agentmods" height="20"></a>
Per session 120 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,481 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00120 $0.01481
Opus 5 $0.00060 $0.00740
Sonnet 5 $0.00024 $0.00296
Haiku 4.5 $0.00012 $0.00148

Measured 8d ago against content hash 677a64f2198a, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, from the pricing page.

Security

Grade A, and why

ask-me 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 8d 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.

plugins/game-craft/skills/ask-me/SKILL.md · 110 lines

How it starts

The opening of the file, as written. The whole thing — 110 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Grill the game idea

Interview the user relentlessly about every aspect of the game they want to make until you reach a shared, build-ready understanding. Walk down each branch of the design tree, resolving dependencies between decisions one-by-one.

Ask the questions one at a time, waiting for the answer before continuing — multiple questions at once is bewildering. For each question, provide your recommended answer and why — the user should be able to say "yes, that" and move on.

Facts vs decisions: if a fact can be found by exploring an existing project or codebase, look it up instead of asking. The decisions are the user's — put each one to them and wait; never answer your own question and move on.

Sharpen fuzzy terms as they appear. When the user says "roguelike", "combo", "level", "energy" — overloaded words — propose a precise meaning and get agreement ("by 'roguelike' do you mean permadeath + procedural runs, or just 'hard'?"). Pick one canonical name per concept and use it consistently in the SPEC; later build sessions will mishandle synonyms.

Stress-test answers with degenerate play. When a loop or mechanic is described, probe it with concrete hostile scenarios before accepting it: what happens if the player stands still? Spams the one button? Hoards instead of spends? Never takes the risky route? If the answer is "nothing breaks, it's just boring," that's a finding — challenge the branch.

Capture as you go. Write each resolved branch into design/SPEC.md the moment it settles, not in one batch at the end — a long interview that dies mid-session should leave the decisions made so far on disk.

The design tree

Resolve in dependency order — later answers hang off earlier ones. Skip anything already answered; drill deeper wherever an answer is vague.

  1. The hook. What is the player doing, and why is it fun? One sentence. Push until it's concrete: "dodge and counter in crowds" beats "an action game".
  2. References. "X meets Y" — which existing games is this closest to, and what's the one twist that makes it not just a clone?
  3. Perspective and engine. Top-down, side-on, isometric, 3D? This picks the engine (Phaser for 2D, Three.js for 3D) and constrains everything downstream.
  4. The 30-second loop. Walk through exactly what the player does in a typical 30 seconds. If the answer has no tension or decision in it, that's a finding — challenge it: "where's the fun in this 30 seconds?"
  5. Input. Keyboard-first? Mouse? Touch? Browser games live or die on instant, obvious controls.
  6. Win, lose, and session. What ends a run? How long is one session? What pulls the player into "one more run"?
  7. Progression. What's different in minute 10 vs minute 1? Difficulty curve, unlocks, escalation — or is it pure score-chase?
  8. Scope — the MVP cut. What ships in the first deploy, and (more important) what's explicitly OUT? Push back hard here; the first version should be playable end-to-end in one sitting of work.
  9. Art direction. Pixel art? Resolution/palette? Generated assets are cheap (vg generate), so ask for vibe and references, not asset lists.
  10. Audio. Music vibe + the 3-5 sounds that matter most (hit, pickup, death, win).
  11. Multiplayer. Single-player first is almost always the right call. If multiplayer: the platform is host-authoritative, last-write-wins — great for turn-based, room-based, and host-controlled games; wrong for twitch PvP. Say so if the idea fights the model.
  12. Title and slug. It deploys to {slug}.vibedgames.com — pick both.

Read the full file on GitHub · 110 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. 8d ago First seen · 110 lines · 120 tokens per session scan A 677a64f2198a

Subscribe to this mod's changes

ask-me is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 120 tokens to every session and 1,481 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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