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 lightblink/cocos-creator-local-mcp --skill cocos-game-balance-directorgit clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcpWrote 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/lightblink/cocos-creator-local-mcp/cocos-game-balance-director)<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-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/lightblink/cocos-creator-local-mcp/cocos-game-balance-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-balance-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 | $0.00074 | $0.01044 |
| Opus 5 | $0.00037 | $0.00522 |
| Sonnet 5 | $0.00015 | $0.00209 |
| Haiku 4.5 | $0.00007 | $0.00104 |
Grade A, and why
cocos-game-balance-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 12d 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 — 84 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Game Balance Director
Overview
Use this skill to make game numbers intentional, tunable, and testable. The output should define player-facing balance goals first, then translate them into Cocos-friendly constants, tables, formulas, and playtest checks.
This skill does not guess final production values. It creates an initial tuning model and identifies what playtest evidence should change it.
When the user asks for starting values, always provide concrete v0 tuning assumptions. Label them as defaults to test, not final production truth.
Core Workflow
- Define balance intent.
- State target session length, expected success rate, difficulty feel, reward cadence, and player skill assumptions.
- Identify tunable systems.
- Combat, movement, timers, scoring, spawns, upgrades, economy, level pressure, content unlocks, random events, crits, loot, drops, affixes, or procedural selection.
- Keep first-slice numbers small enough to understand and change quickly.
- Choose primary metrics.
- Use metrics such as TTK, time to fail, score per minute, currency per run, upgrade runs required, hit frequency, spawn pressure, and recovery margin.
- Build formulas and tables.
- Prefer explicit v0 tables for early prototypes.
- Use formulas only when the progression shape is more important than individual authored values.
- For random systems, prefer probability tables, weighted tables, seeded selection rules, expected-value formulas, and variance guardrails over inline probability checks.
- Include default, minimum, maximum, unit, confidence, and tuning rationale for important values.
- Add guardrails.
- Define min/max values, caps, cooldowns, pity rules, streak prevention, spawn budgets, duplicate prevention, and runaway prevention.
- Hand off implementation.
- Specify where Cocos should store values: serialized properties, JSON/config files, TypeScript constants, or spreadsheet exports.
- Call out values that designers should tune without code edits.
What ships with it
2 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 12d ago First seen · 84 lines · 74 tokens per session scan A e4f46867738a
cocos-game-balance-director is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 74 tokens to every session and 1,044 once invoked, about $0.0004 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.
Other skills, from other repositories
cocos-asset-pipeline-director
Plan, generate, adapt, validate, and import Cocos Creator 3.x game assets through a configured Cocos Asset Forge-compatible MCP. Use whenever the user asks for Cocos assets, sprites, sprite sheets, tilesets, UI packs, effects, placeholders, audio, art bibles, Cocos-ready metadata, asset folders, bundle placement…
cocos-asset-review-director
Review generated or imported Cocos Creator game assets against game design, art direction, gameplay semantics, animation needs, technical quality, mobile readability, interaction feedback, audio fit, performance risk, and runtime import constraints. Use after asset generation or adaptation, before importing assets…
cocos-art-direction-director
Direct visual style, art bibles, asset consistency, prompt language, sprite readability, UI visual systems, animation style, and Cocos-ready asset QA for game art pipelines. Use before asset generation when Codex needs to define a coherent look, guide or critique generated assets, coordinate with cocosassetforge…
cocos-helper
A helper guide for building games with Cocos Creator, a game engine and editor. It covers project folders, common components, and managers written in TypeScript.
particle-modifier
A framework for creating and debugging custom particle modifiers in Cocos Creator 2.4.x, a tool for making games and interactive scenes. Particle modifiers can change properties such as position, color, size, rotation, and speed.
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.