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 skill-curve-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/skill-curve-audit)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/skill-curve-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/skill-curve-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/skill-curve-audit"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/skill-curve-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 | $0.00121 | $0.01186 |
| Opus 5 | $0.00060 | $0.00593 |
| Sonnet 5 | $0.00024 | $0.00237 |
| Haiku 4.5 | $0.00012 | $0.00119 |
Grade A, and why
skill-curve-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 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 — 44 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Skill Curve Audit
Every game teaches a skill and then tests it. The design questions are how deep the skill goes, how wide the range of players it serves, and what happens when a player fails the test. This skill audits all three, in designs and in code.
Core concepts
Depth and accessibility are separate axes. Depth is how far mastery can go before returns stop. Accessibility is how little a beginner needs before play becomes possible. Chess is deep and moderately accessible; a good design pushes both instead of trading one for the other by default.
Skill range is the band of player ability the game serves. Below the floor, the game is impenetrable; above the ceiling, it is solved and dull. Widen the band with elastic challenges (goals that scale with performance: score tiers, optional objectives, self-set constraints), reinvention (new mechanics that reset part of the learning curve mid-game), and difficulty options.
Difficulty modification has flavours. Explicit menus, adaptive systems that watch performance, and player-directed difficulty (choosing risky routes or handicaps). Hidden adaptive help preserves pride but risks feeling patronising when noticed; explicit menus are honest but force self-assessment before the player has information.
Failure must carry meaning without trapping. Failure gives decisions their stakes, and it must return the player to play quickly with something learned. The pathology is the failure trap: a stretch of play where loss is already guaranteed but the player is forced to keep going, or a repeating cycle the player cannot escape (a checkpoint saved in an unwinnable state, an economy hole with no floor, a fight that requires resources the player can no longer obtain).
Emotional support around failure matters. Fast restarts, low ceremony on death, and framing that blames the attempt rather than the player keep frustration productive. Long reload times and lost progress convert challenge into punishment.
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 · 44 lines · 121 tokens per session scan A e449aeacc615
skill-curve-audit is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 121 tokens to every session and 1,186 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.
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