skill-curve-audit

skill-curve-audit is a skill for Claude Code, Codex from Lagunaswift/GameDevelopmentAudit. It costs 121 tokens per session (1,186 once invoked), scanned A, original, MIT.

A review guide for how game difficulty, learning, player skill, and failure states work together.

In plain words
What is it for?
Use it to assess tutorials, difficulty settings, adaptive challenges, checkpoints, and failure or softlock situations.
Why use it?
It helps find problems such as players getting stuck, quitting in frustration, or finding the game too easy or too hard.

Skill for Claude CodeCodex

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

Good fit Use it to assess tutorials, difficulty settings, adaptive challenges, checkpoints, and failure or softlock situations.

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

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

agentmods 80×15 button for skill-curve-audit

Your own site · 80×15
<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>
Per session 121 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,186 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 $0.00121 $0.01186
Opus 5 $0.00060 $0.00593
Sonnet 5 $0.00024 $0.00237
Haiku 4.5 $0.00012 $0.00119

Measured 11d ago against content hash e449aeacc615, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

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.

skills/skill-curve-audit/SKILL.md · 44 lines

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.

Read the full file on GitHub · 44 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. 11d ago First seen · 44 lines · 121 tokens per session scan A e449aeacc615

Subscribe to this mod's changes

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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