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.
npx agentmods add skills/kyh/vibedgames/onboardingnpx skills add kyh/vibedgames --skill onboardinggit clone --depth 1 https://github.com/kyh/vibedgamesWrote 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.
[](https://agentmods.dev/skills/kyh/vibedgames/onboarding)<a href="https://agentmods.dev/skills/kyh/vibedgames/onboarding"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/onboarding.svg" alt="Measured on agentmods" height="20"></a>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.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00123 | $0.01581 |
| Opus 5 | $0.00062 | $0.00790 |
| Sonnet 5 | $0.00025 | $0.00316 |
| Haiku 4.5 | $0.00012 | $0.00158 |
Grade A, and why
onboarding 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 6d 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.
How it starts
The opening of the file, as written. The whole thing — 122 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Onboarding & difficulty
A vibedgames player arrives cold from a link, mid-conversation, with seconds of patience. The first session is the whole funnel. Fun is learning: the game lives while there's a pattern left to master, and difficulty must rise with skill to stay in the flow channel.
The first 30 seconds
- Time-to-first-input < 5s. No splash chain, no settings, no mode select.
- Time-to-core-verb < 30s. The player performs the signature verb (jump, shoot, plant) for real, with consequences, in the first half-minute.
- One input to start — "press any key / tap" over a live game scene. Show the actual game behind the title (attract mode), not a static logo.
- First input produces a juicy result: sound + motion + particles. The brain needs proof inputs matter before it will learn the pattern.
- Goal in one sentence or zero: "Survive." "Reach the flag."
- Detect input device: show touch hints to touch users, key hints to keyboard users — never a scheme the device can't use. If the core input is exotic (webcam, gamepad, mic), hint it explicitly and ship a plain mouse/keyboard fallback that's announced, not silent.
- Browser permission prompts are modals. Camera/mic/motion requests are
the most common cold-open modal in browser games — make them opt-in behind
a button, or defer until after first play. Never fire
getUserMediaon mount.
Teaching without a tutorial (George Fan's PvZ rules)
- Doing > reading. Never explain in text what a situation can force the player to discover once. Gate progress behind doing it once — done = taught.
- ≤ 8 words on screen at a time. If an instruction needs more, redesign the situation, not the sentence.
- Safe first exposure (Half-Life 2 pattern): observe the hazard eat a barrel before dodging it yourself.
- Ramp: teach → repeat with one twist → combine. Never two new ideas at once; roughly one new element per level.
- Objects self-describe: appearance telegraphs function; piggyback on real-world knowledge (red = damage, coins = money, arrows = direction).
- Hints are adaptive, not up-front: "Try planting further left!" only after the relevant failure. No modal popups that pause play.
- Bias the first decision: make the correct opening move the cheap, shiny, obvious one (Fan made sunflowers cheap and sparkly).
- Never label anything "Tutorial".
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.
- 6d ago First seen · 122 lines · 123 tokens per session scan A 8f64f17a047f
onboarding is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed yesterday), licensed MIT. It adds 123 tokens to every session and 1,581 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.
Other skills, from other repositories
copilotkit-self-update
Use when the user wants to update, refresh, or reinstall the CopilotKit agent SKILLS (the SKILL.md files that teach this agent about CopilotKit). NOT for updating the CopilotKit codebase or project — this is specifically about refreshing the skills/knowledge this agent has loaded. Triggers on "update copilotkit…
trigger-config
Configure Trigger.dev projects with trigger.config.ts. Use when setting up build extensions for Prisma, Playwright, FFmpeg, Python, or customizing deployment settings.
supabase
Use when doing ANY task involving Supabase: Database, Auth, Edge Functions, Realtime, Storage, Vectors, Cron, Queues, supabase-js, @supabase/ssr, RLS, schema migrations, CLI, MCP server. Includes security checklist.
React Performance
Skill "React Performance" from databayt/hogwarts, covering react performance skill, memoization, code splitting and checklist.
next-cache-components-adoption
Turn on Cache Components in a Next.js app and resolve the blocking routes it surfaces. Use when the user wants to enable, adopt, or migrate to Cache Components, flip the cacheComponents flag, work through a flood of blocking-prerender / instant validation errors, run the cache-components-instant-false codemod, or…
next-cache-components-optimizer
Drive a Next.js route to instant navigation by setting up an agentic loop, under Cache Components / PPR, on initial load (hard navigation) and client-side navigation (soft navigation). Encode the goal as a failing @next/playwright instant() e2e and work it to green, one verified route at a time; the shipped test then…