finish-it

finish-it is a skill for Claude Code, Codex from kyh/vibedgames. It costs 115 tokens per session (1,378 once invoked), scanned A, original, MIT.

A guide for reducing a game project to a small finished version and getting it released. It focuses on defining what must be included and stopping endless expansion or polishing.

In plain words
What is it for?
Use it when a game has too many features, development has stalled, or you need to decide what belongs in the first shippable version.
Why use it?
Large or stalled projects often keep restarting, adding features, or refining details without reaching a finished release. This approach identifies the problem and sets a clear finish line.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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

Good fit Use it when a game has too many features, development has stalled, or you need to decide what belongs in the first shippable version.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/kyh/vibedgames/finish-it
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 finish-it
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code, Codex.

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 finish-it

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/finish-it/github.svg)](https://agentmods.dev/skills/kyh/vibedgames/finish-it)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/finish-it"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/finish-it/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 finish-it

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/finish-it"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/finish-it.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 115 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,378 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 $0.00115 $0.01378
Opus 5 $0.00057 $0.00689
Sonnet 5 $0.00023 $0.00276
Haiku 4.5 $0.00012 $0.00138

Measured 10d ago against content hash e743f4c7634e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

finish-it 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 10d 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/finish-it/SKILL.md · 98 lines

How it starts

The opening of the file, as written. The whole thing — 98 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Finish it

Finishing is a separate skill, and a finished mediocre game proves more than a brilliant fragment. Projects die in two loops: the restart loop (skills improved mid-project, so the dev remakes early content sideways forever — "your code will always be a mess") and the polish loop (near-done, endlessly refining details out of fear of judgment). Diagnose the loop before intervening. And remember: the last 10% is really 90% — menus, death states, audio plumbing, deploy are the game too.

Scoping a new game (so this skill is never needed)

  • One core mechanic, one level/arena, one win condition, one lose condition. Everything else is stretch.
  • One-sentence pitch before code. Features not in the sentence need explicit justification.
  • Budget 50/50: half for the playable loop, half for the unfun tail. If the loop fills the budget, the scope is wrong.
  • Prototype-first split (jam culture): playable ugly loop in the first ~5% of the time; the rest is feel, art, sound, content.
  • Use the engine at hand (Spelunky shipped in Game Maker), reuse and generate assets without shame.
  • Tiny finished games grow up: Celeste began as a 4-day PICO-8 jam game. The jam-sized version is the validation step, not a compromise.

The cut list

  • Keep a NEXT_GAME.md. Every mid-build idea ("what if it had shops / multiplayer / procgen") goes there, not in the build. Save it for the next one — finish this one first (Yu).
  • Default cut order for browser games: extra levels → extra enemy/item types → meta-progression → settings menus → narrative → leaderboards.
  • Never cut: restart flow, lose/win states, audio toggle.
  • When behind: cut features. One mechanic deep beats three shallow.
  • If a project must die, the successor is smaller, not bigger.

When is the core loop enough?

Stop adding mechanics when: a new player understands it without instructions in <30s, a session has tension (can lose) and release (can win/score), and a player voluntarily restarts once. From that moment, every proposal to add is scope creep — route it to NEXT_GAME.md and switch to finishing mode.

Read the full file on GitHub · 98 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. 10d ago First seen · 98 lines · 115 tokens per session scan A e743f4c7634e

Subscribe to this mod's changes

finish-it is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 115 tokens to every session and 1,378 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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