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-interface-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/game-interface-audit)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/game-interface-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-interface-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/game-interface-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-interface-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 | $0.00131 | $0.01136 |
| Opus 5 | $0.00066 | $0.00568 |
| Sonnet 5 | $0.00026 | $0.00227 |
| Haiku 4.5 | $0.00013 | $0.00114 |
Grade A, and why
game-interface-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 9d 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 — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Interface Audit
The interface is the pipe between the game's state and the player's mind, and between the player's intent and the game's input system. Both directions fail in characteristic ways: information drowns in noise going out, and intent gets mangled by latency and poor mapping coming in. This skill audits both directions.
Core concepts
Metaphor buys free learning. Players arrive knowing doors open, red barrels explode, and hearts mean health. Interfaces built on borrowed knowledge (from life, from genre convention) need no tutorial; interfaces that invent fresh symbols charge learning cost for every one. Break convention only where the game's identity is at stake.
Signal versus noise governs every screen. Signal is information that changes player decisions; noise is everything else, including decoration, redundant numbers, and detail-rich art that hides the readable shapes. The audit question per element: which decision does this inform, and how often? Art complexity competes with readability, and gameplay-critical elements must win that competition.
Hierarchy and redundancy carry the load. The most decision-relevant information should be largest, brightest, most central, and most motion-catching. Critical facts deserve multiple channels at once (screen flash plus sound plus controller rumble for near-death), because any single channel gets missed under load.
Indirect control steers without commands. Nudging (lighting, layout, and paths that make the desired route the natural one), priming (imagery and sound that set expectations before a beat), and social imitation (NPCs modelling the intended behaviour) guide players while preserving the feeling of freedom. Every waypoint arrow the design removes in favour of these earns immersion.
Control feel is made of small numbers. Latency between input and visible response, acceleration curves, input buffering, coyote time, snap and assist. Sub-100ms response reads as "responsive"; sluggishness anywhere in the pipe reads as a bad character, not a bad pipe, because players misattribute. Assists should be invisible: generous hitboxes and buffered inputs feel like skill.
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.
- 9d ago First seen · 46 lines · 131 tokens per session scan A 0bb4e81dbc68
game-interface-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 131 tokens to every session and 1,136 once invoked, about $0.0007 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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