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 skills add kyh/vibedgames --skill vfxgit 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/vfx)<a href="https://agentmods.dev/skills/kyh/vibedgames/vfx"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/vfx/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.
<a href="https://agentmods.dev/skills/kyh/vibedgames/vfx"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/vfx.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector pass
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 | $0.00039 | $0.02560 |
| Opus 5.5 | $0.00016 | $0.01024 |
| Sonnet 5.5 | $0.00008 | $0.00512 |
| Haiku 4.5 | $0.00004 | $0.00256 |
Grade A, and why
vfx 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 1mo 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 — 177 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Real-time VFX
Effects spell out the mechanics first: before pretty, decide what the player must learn (hit confirmed? danger radius?). Then the timing model: anticipation → overload → processing — brief windup, violent fast core, slow lingering decay. Fast in, slow out: peak size in the first ~20% of an effect's life, the rest is decay.
Three more laws: scale of importance — a basic attack must never outshine an ultimate; if it feels long, it's way too long: effects live in a busy scene, default shorter than feels right alone; and replace, don't layer — a weak effect gets removed or replaced, never a new one stacked beside it. Stacking compounds draw calls, noise and maintenance, and reads muddier, not richer.
Before adding an effect
- Audit the fx dir first and ask "what does this replace?" — the answer is rarely "nothing".
- Style every surface, not just the headline one: if streets get a treatment, grass, sand and water get theirs.
- Generated spell/ability boards:
pixel-artRecipe 6 — 12-frame 4×3 board → 128px strip; energy on black, matter on chroma. - 3D weapon trails/ribbons:
threejs/references/game-patterns.md, "Weapon trails".
Anatomy of an explosion (layered)
Build as independent layers — flash → blast → fire → smoke — each with its own timing. Medium explosion ≈ 600–900ms total:
- Contrast dip (~1 frame, optional): a dark flicker right before the flash multiplies perceived brightness.
- White flash (50–80ms): near-white core at almost-max radius
immediately. Hit-stop and screen shake land here (see
game-feel). - Sharp blast (100–200ms): hot angular core — sharp shapes for energy, no noise. Debris and sparks launch at max speed now.
- Fire fade (~25% of total): shrink and cool white→yellow→orange→red.
- Smoke + afterglow (~40%): smoke rises and fades slowly — it must outlive the fire ~2×. Leave a scorch mark (permanence — Vlambeer).
Minimum 4 frames for a readable sprite explosion. For barrages, chain small explosions offset in time/position, never one long one.
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.
- 1mo ago Changed · +31 lines · -98 tokens per session b89f3156490e
- 1mo ago First seen · 146 lines · 137 tokens per session scan A 479b577c7738
vfx is a skill published in the GitHub repository kyh/vibedgames (61 stars, last pushed yesterday), licensed MIT. It adds 39 tokens to every session and 2,560 once invoked, about $0.0002 per session on Opus 5.5. 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
common-store-changelog
Generate user-facing release notes for the App Store and Google Play from git history (App Store <=4000 chars, Google Play <=500). Use when generating release notes, app store changelog, play store release, or "what's new" text for a mobile app.
verify
Build/launch/drive recipe for verifying apps/docs changes at runtime (demos, docs pages, llms.txt).
android-navigation-3
Install and migrate to Jetpack Navigation 3. Use when implementing Navigation 3 patterns including NavDisplay, NavKey routes, deep links, multiple backstacks, scenes (dialogs, bottom sheets), or migrating from Navigation 2.
quality-engineering-appium-mcp
Drives iOS/Android mobile devices via Appium MCP. Runs a preflight, picks local emulator/simulator/USB or a device cloud, captures screenshots/page source into a named evidence dir. Use for verifying mobile bugs, E2E tests, and navigating real device clouds (LambdaTest/BrowserStack).
quality-engineering-playwright-cli
Standardizes token-efficient browser automation via playwright-cli, with Playwright MCP as the fallback driver. Runs a preflight, picks the driver rung, captures aria snapshots/console/screenshots into a named evidence dir. Use for web verification, navigation, and capturing snapshots/logs.
android-compose-migration
Migrate an Android XML View to Jetpack Compose following a structured 10-step workflow. Use when converting XML layouts to Compose, setting up Compose in an existing View-based project, or incrementally adopting Compose.