game-playbook

game-playbook is a skill for Claude Code, Codex from kyh/vibedgames. It costs 123 tokens per session (2,068 once invoked), scanned A, original, MIT.

A step-by-step guide for turning a simple idea into a complete browser game, including the order of development and a checklist for making it enjoyable.

In plain words
What is it for?
Use it when building a 2D or 3D browser game such as a platformer, shooter, or top-down game. It covers planning, game assets, gameplay, polish, and deployment.
Why use it?
It helps avoid ending up with a technically working demo that feels unfinished or unfun. It also shows when to create art, build gameplay, polish the experience, and prepare the game for release.

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 building a 2D or 3D browser game such as a platformer, shooter, or top-down game. It covers planning, game assets, gameplay, polish, and deployment.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/game-playbook"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/game-playbook.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 123 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,068 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 $0.00123 $0.02068
Opus 5 $0.00062 $0.01034
Sonnet 5 $0.00025 $0.00414
Haiku 4.5 $0.00012 $0.00207

Measured 10d ago against content hash 8445f6ec9a54, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

game-playbook 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/game-playbook/SKILL.md · 144 lines

How it starts

The opening of the file, as written. The whole thing — 144 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Crafting a great game

The platform promise is "studio-grade games from a prompt." The gap between a tech demo and that is two things: the right build order and craft. This skill is the playbook. The engine/asset/deploy skills own the pieces; this owns how they fit together and how to make the result fun.

The recipe (a complete game from "make a game")

Do these in order — don't write the game loop before you have art, and don't ship before the craft pass.

  1. Scaffold. vg new <slug> --engine phaser for 2D, --engine threejs for 3D. (See the phaser / threejs skills.) The template is a skeleton, not a game — you will replace its placeholder scene and logo.

  2. Generate the art FIRST. The route depends on the engine you scaffolded:

    2D (--engine phaser) — see pixel-art. Order matters:

    • hero character → directional walk sheets (walk-down/up/side, left = mirror) → background-remove (Bria) → normalize to exact power-of-two frames.
    • enemies / pickups / projectiles.
    • impact + ability VFX on PURE BLACK (slash arcs, explosions, muzzle flashes) — render them with BlendModes.ADD so black is free transparency, no alpha pass needed. A generated video, sliced into a frame strip, makes great fire/explosion (see pixel-art Recipe 5).
    • ground/tiles or a parallax/arena backdrop. Replace the template's logo/bg — never ship placeholder art.

    3D (--engine threejs) — meshes and props, not sprite sheets:

    • hero characters and organic shapes → Meshy via model-catalog (text-to-3d / image-to-3d); rigged animated characters → regenerate-3d.
    • hero props that must hinge, open, detach, or break (chests, doors, levers) → image-to-threejs: a procedural factory with a pivot/socket rig, built from one generated reference image.
    • loading, normalizing, and placing any of it → the threejs skill's references/generated-assets.md.
    • repeated set dressing → primitives/instances or a kit GLB, never a fresh generation per copy.

Read the full file on GitHub · 144 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 · 144 lines · 123 tokens per session scan A 8445f6ec9a54

Subscribe to this mod's changes

game-playbook is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 123 tokens to every session and 2,068 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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