game-interface-audit

game-interface-audit is a skill for Claude Code, Codex from Lagunaswift/GameDevelopmentAudit. It costs 131 tokens per session (1,136 once invoked), scanned A, original, MIT.

A review guide for game interfaces, including on-screen information, controls, input response, and player guidance.

In plain words
What is it for?
Use it to audit a game's HUD, controls, input feel, tutorials, and ways of guiding players.
Why use it?
It helps identify why players miss important information, misunderstand the interface, feel delayed controls, or get lost.

Skill for Claude CodeCodex

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

Good fit Use it to audit a game's HUD, controls, input feel, tutorials, and ways of guiding players.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/lagunaswift/gamedevelopmentaudit/game-interface-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 game-interface-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 game-interface-audit

README.md
[![agentmods](https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/game-interface-audit/github.svg)](https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/game-interface-audit)
Your own site
<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.

agentmods 80×15 button for game-interface-audit

Your own site · 80×15
<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>
Per session 131 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,136 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 $0.00131 $0.01136
Opus 5 $0.00066 $0.00568
Sonnet 5 $0.00026 $0.00227
Haiku 4.5 $0.00013 $0.00114

Measured 9d ago against content hash 0bb4e81dbc68, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

skills/game-interface-audit/SKILL.md · 46 lines

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.

Read the full file on GitHub · 46 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. 9d ago First seen · 46 lines · 131 tokens per session scan A 0bb4e81dbc68

Subscribe to this mod's changes

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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