game-ui

game-ui is a skill for Claude Code, Codex from kyh/vibedgames. It costs 106 tokens per session (1,135 once invoked), scanned A, original, MIT.

A guide to designing the on-screen game interface, such as the score, health, timer, objectives, menus, notifications, and touch controls.

In plain words
What is it for?
Use it to plan HUD layout, meters, cooldowns, alerts, overlays, pause screens, mobile controls, safe-area spacing, and feedback shown near objects in the game.
Why use it?
Game information must be understood quickly while the player is moving, unlike a web dashboard that can be read at leisure. It helps keep important information visible without blocking the play area.

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 to plan HUD layout, meters, cooldowns, alerts, overlays, pause screens, mobile controls, safe-area spacing, and feedback shown near objects in the game.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/kyh/vibedgames/game-ui"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/game-ui.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 106 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,135 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 $0.00106 $0.01135
Opus 5 $0.00053 $0.00567
Sonnet 5 $0.00021 $0.00227
Haiku 4.5 $0.00011 $0.00113

Measured 10d ago against content hash bdb2b6a91257, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

game-ui 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-ui/SKILL.md · 94 lines

How it starts

The opening of the file, as written. The whole thing — 94 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game UI

Build a game interface, not a web dashboard. The defining failure of prompt-built game UI: nested cards, marketing-hero title screens, generic dashboard styling, and web-app typography wrapped around a canvas. Anti-patterns to reject on sight: stat cards in rounded boxes inside boxes, a hero section with a tagline over the game, <h1>-styled headings in a HUD, one-note purple/blue gradient panels.

Hierarchy follows gameplay priority: survival/status first, objective/progress second, immediate feedback third, flavor last. Prefer meters, icons, cooldown rings, badges, and compact clusters over labeled stat cards — a meter is read at glance-speed mid-dodge; a card is not.

HUD zoning

  • Top-left: objective, wave, distance, timer, progress.
  • Top-right: score, currency, combo, pause.
  • Bottom-left/right: touch movement/action controls (mobile).
  • Center: reserved for transient banners (wave start, combo, warnings) — never persistent chrome, never stacked banners over the play path.
  • In-world (diegetic) where possible: target markers, off-screen threat indicators, damage numbers, prompts anchored to the thing itself.
  • Keep all UI out of the play path — away from the player, threats, pickups, and the next decision.

Numbers that don't dance

  • Fixed-width numeric containers for score, timer, ammo, speed, health: tabular numerals (font-variant-numeric: tabular-nums) or a monospace face. Changing values must never shift layout.
  • Test the longest likely value: max score, MM:SS timer, multi-digit combo. No clipping, no wrap, no neighbor displacement.
  • Animate value changes briefly (count-up, meter fill, pulse) — a silently incrementing corner number reads as broken (see game-feel).

Color roles

One color = one meaning, everywhere: danger (damage, low health), reward (score, pickups), shield/defense, boost/power, objective, disabled. A limited status palette over neutral surfaces beats a rainbow. Critical states get two channels (color + shape/motion/sound) — never color alone.

Read the full file on GitHub · 94 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 · 94 lines · 106 tokens per session scan A bdb2b6a91257

Subscribe to this mod's changes

game-ui is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 106 tokens to every session and 1,135 once invoked, about $0.0005 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.

Related

Other skills, from other repositories

migrate-radix-to-base

Migrates React projects and components from Radix UI to Base UI. Use when asked to migrate from radix, move to base-ui, convert radix primitives, or switch a shadcn project's base library. Handles single components ("migrate accordion") and whole projects.

shadcn-ui/ui · 61 tokens

compiler-commit

Use when you want to verify compiler changes and commit with the correct convention. Runs tests, lint, and format, then commits with the [compiler] or [rust-compiler] prefix.

react/react · 42 tokens

a2ui-renderer

Render A2UI (Agent-to-UI declarative surfaces) in CopilotKit v2. Enable the runtime via CopilotRuntime({ a2ui: {...} }), then enable the provider via . Auto-activates via /info — do NOT manually pass renderActivityMessages. createA2UIMessageRenderer ships from @copilotkit/react-core/v2; low-level primitives…

CopilotKit/CopilotKit · 175 tokens

copilotkit-integrations

Use when wiring an external agent framework (LangGraph, CrewAI, PydanticAI, Mastra, ADK, LlamaIndex, Agno, Strands, Microsoft Agent Framework, or others) into a CopilotKit application via the AG-UI protocol.

CopilotKit/CopilotKit · 61 tokens

copilotkit-upgrade

Use when migrating a CopilotKit v1 application to v2 -- updating package imports, replacing deprecated hooks and components, switching from GraphQL runtime to AG-UI protocol runtime, and resolving breaking API changes.

CopilotKit/CopilotKit · 48 tokens

copilotkit-debug

Use when diagnosing CopilotKit issues -- runtime connectivity failures, agent not responding, streaming errors, tool execution problems, transcription failures, version mismatches, and AG-UI event tracing.

CopilotKit/CopilotKit · 42 tokens