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 game-design-directorgit 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/game-design-director)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/game-design-director"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-design-director/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/game-design-director"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-design-director.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 | $0.00208 | $0.01450 |
| Opus 5 | $0.00104 | $0.00725 |
| Sonnet 5 | $0.00042 | $0.00290 |
| Haiku 4.5 | $0.00021 | $0.00145 |
Grade A, and why
game-design-director 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 11d 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 — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Design Director
Ten specialist skills audit a game from different angles. This skill decides which to run, in what order, and how to merge their findings into one report instead of nine. It also handles scope extensions: when the user says something like "add in the multiplayer aspects too", this skill maps that phrase to the right specialist, runs it against the material already in context, and integrates the new findings with the existing report rather than starting over.
Nine specialists adapt concepts from Tynan Sylvester's Designing Games (O'Reilly, 2013); game-feel-audit adapts Jan Willem Nijman's "The Art of Screenshake" talk (Vlambeer, 2013). Never reproduce either source's text.
The routing table
Match the user's request to lenses. Requests often need two or three; run the minimum set that covers the ask.
| User signal | Skill to read and run |
|---|---|
| Boring, flat, "not fun", unclear feature value, feedback-starved moments | emotion-engine-audit |
| Bloat, feature creep, dominant strategy, exploit, special-case code, balance numbers | elegance-audit |
| Too hard/easy, rage quits, stuck players, softlocks, tutorials, difficulty settings | skill-curve-audit |
| Story, dialogue, lore, agency, LLM narration, emergent drama, worldbuilding | game-narrative-tools |
| Choices feel obvious/random, overwhelm, dead time, AI readability, info on screen | decision-flow-audit |
| Progression, loot, grind, retention, streaks, monetisation-adjacent loops | reward-psychology-audit |
| HUD, controls, input feel, latency, guidance, popups, accessibility | game-interface-audit |
| Flat/weak/floaty action, juice, screenshake, hitstop, impact, camera feel, polish pass | game-feel-audit |
| PvP, co-op, griefing, matchmaking, reads and mixups, team incentives | multiplayer-dynamics-audit |
| What to build next, playtest design, feedback interpretation, roadmap, prototyping | playtest-protocol |
To run a specialist: locate its SKILL.md by name in the available skills and read it before producing that section of the audit. Never improvise a lens from this table's one-line summary; the specialist holds the actual checks.
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.
- 11d ago First seen · 69 lines · 208 tokens per session scan A 2a45d1b4a558
game-design-director is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 208 tokens to every session and 1,450 once invoked, about $0.0010 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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