decision-flow-audit

decision-flow-audit is a skill for Claude Code, Codex from Lagunaswift/GameDevelopmentAudit. It costs 123 tokens per session (1,205 once invoked), scanned A, original, MIT.

A review of the decisions a game asks players to make, including how much they can predict and how much information they receive.

In plain words
What is it for?
Use it to assess combat decisions, enemy behaviour, planning, player information, and screen clarity.
Why use it?
It helps explain why choices feel obvious, random, overwhelming, or too easy to solve.

Skill for Claude CodeCodex

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

Good fit Use it to assess combat decisions, enemy behaviour, planning, player information, and screen clarity.

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Install with agentmods
npx agentmods add skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit
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 Lagunaswift/GameDevelopmentAudit --skill decision-flow-audit
Clone the repo
git clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAudit

Made for: Claude Code, Codex.

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 decision-flow-audit

README.md
[![agentmods](https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit/github.svg)](https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit)
Your own site
<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit/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 decision-flow-audit

Your own site · 80×15
<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/decision-flow-audit.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 1,205 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.
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 $0.01205
Opus 5 $0.00062 $0.00602
Sonnet 5 $0.00025 $0.00241
Haiku 4.5 $0.00012 $0.00120

Measured 10d ago against content hash b163ff2541ce, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

Grade A, and why

decision-flow-audit 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.

skills/decision-flow-audit/SKILL.md · 45 lines

How it starts

The opening of the file, as written. The whole thing — 45 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Decision Flow Audit

A decision is interesting when the player can partially predict its consequences: enough foresight to reason, enough uncertainty to make reasoning matter. Games fail on both sides, and they fail by feeding the player too little or too much information. This skill audits the thinking the game asks players to do.

Core concepts

Anticipation is where engagement lives. Players feel a game in the futures they imagine: threats forming, plans maturing, risks weighed. A game with no predictability offers nothing to imagine (pure dice); a game with total predictability offers nothing to decide (a solved puzzle). Tune systems so players can sketch the next few moments but not the exact outcome.

Predictability is a property of systems and AI. Enemies with readable tells, physics that behave consistently, and costs known in advance all buy anticipation. AI that acts arbitrarily destroys planning even when it is "smarter", because the player cannot model it. An AI that telegraphs is usually better game design than one that optimises.

Information balance has two failure modes. Starvation: the player lacks the facts needed to reason, so choices collapse into guessing. Glut: everything is visible and the best move is computable, so play becomes spreadsheet-reading, or the player drowns and disengages. Hide information with fog, hidden hands, randomised reveals, or fictional ambiguity; reveal it with tells, previews, and clear costs. Balance per decision, not globally.

Decision scope must fit the moment. Scope is how far a decision reaches: twitch reactions, tactical picks, strategic commitments. Real-time pressure suits small scopes; large scopes need time to think. Mismatches produce either panic (big decision, no time) or boredom (trivial decision, long pause).

Flow gaps and overflow. A flow gap is a stretch where the game asks nothing of the player's mind: dead travel, waiting on timers, foregone fights. Overflow is more simultaneous demands than attention can hold. Both eject the player from flow; audits should chart demand over time, not just average it.

Read the full file on GitHub · 45 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 · 45 lines · 123 tokens per session scan A b163ff2541ce

Subscribe to this mod's changes

decision-flow-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 123 tokens to every session and 1,205 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 2026-08-31.

Related

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