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 Lagunaswift/GameDevelopmentAudit --skill emotion-engine-auditgit clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAuditWrote 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/lagunaswift/gamedevelopmentaudit/emotion-engine-audit)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/emotion-engine-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/emotion-engine-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.
<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/emotion-engine-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/emotion-engine-audit.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00157 | $0.01263 |
| Opus 5 | $0.00078 | $0.00632 |
| Sonnet 5 | $0.00031 | $0.00253 |
| Haiku 4.5 | $0.00016 | $0.00126 |
Grade A, and why
emotion-engine-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.
How it starts
The opening of the file, as written. The whole thing — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Emotion Engine Audit
Games are machines that generate events, and events matter only when they provoke emotion. A mechanic that never changes how the player feels is dead weight regardless of how well it is coded. This skill audits designs and repos against that standard.
Concepts adapted from Tynan Sylvester's Designing Games (O'Reilly, 2013), rewritten here. Do not quote or reproduce the book's text when using this skill; explain ideas in your own words and credit the book when the user asks about sources.
Core concepts
Mechanics generate events; events generate emotion. The chain runs: rules → play events → emotional response. Design quality lives at the end of that chain, so evaluate every mechanic by the events it produces and the feelings those events provoke, never by how clever the rule looks on paper.
Emotion tracks change in things the player values. Threats to a character, a shift in status, a resource gained or lost, a reveal about the world. If nothing the player cares about changes, no emotion fires. The corollary: to make a moment land, first make the player value the thing, then change it.
The unconscious does the work. Players rarely know why they feel what they feel. They misattribute: a player bored by weak pacing will report that "the graphics are bad". Treat playtest explanations as symptoms, never diagnoses. Watch what players feel and when; distrust their stated reasons.
Triggers are plural. Learning something new, challenge, social interaction, acquisition, music, spectacle, beauty, environment, novelty, primal threat, character arcs. Strong games layer several triggers into one moment. A design leaning on a single trigger (usually challenge) is fragile.
Fiction and mechanics must dovetail. The fictional wrapping and the underlying rules each carry emotional weight, and they multiply when they agree. A mismatch (a dramatic story moment resolved by a mundane mechanic, or a deep mechanic dressed in incoherent fiction) leaks emotion. Neither layer is "the real game"; the experience is their interaction.
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.
- 10d ago First seen · 54 lines · 157 tokens per session scan A e14c5c213bf7
emotion-engine-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 157 tokens to every session and 1,263 once invoked, about $0.0008 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.
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