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-design-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-design-director)<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-design-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-design-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-design-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-design-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 | $0.01342 |
| Opus 5 | $0.00037 | $0.00671 |
| Sonnet 5 | $0.00015 | $0.00268 |
| Haiku 4.5 | $0.00007 | $0.00134 |
Grade A, and why
cocos-game-design-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 — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Game Design Director
Overview
Use this skill to make game design decisions before implementation hardens around weak assumptions. The output should turn intent into a small, testable Cocos mini-game design with clear player actions, feedback, constraints, and acceptance criteria.
This is a director skill. It does not replace Cocos implementation, asset generation, balance, UX, or QA skills; it decides what they should build toward.
Core Workflow
- Identify the promise.
- State the one-sentence fantasy, the target player, the intended session length, and the platform context.
- For WeChat Mini Games, assume touch-first play, low patience, fast loading, and short sessions unless the project proves otherwise.
- Define the core loop.
- Specify player input, system response, short-term goal, reward, escalation, and reset.
- Keep the first playable loop smaller than the imagined full game.
- Choose the skill test.
- Define what the player must learn, decide, execute, or optimize.
- Reject mechanics that only add content without adding meaningful decisions or satisfying execution.
- Scope the vertical slice.
- List required mechanics, UI states, assets, audio cues, data tables, and scene nodes.
- Mark each item as required for first play, required for the slice, or deferred.
- When the design uses randomness, define its player-facing purpose: surprise, replay variety, tension, build diversity, recovery, risk/reward, or content freshness. Do not add randomness only to hide thin content.
- Identify which random outcomes must be controlled by rules, tables, weights, seeds, pity, or caps so the player experience remains readable and fair.
- Define feedback and failure.
- For every player action, define immediate feedback, delayed consequence, and failure readability.
- Failure should teach a next action rather than feel arbitrary.
- Produce implementation-facing design.
- Hand off concrete systems to
cocos-creator-gameplay-architecture. - Hand off touch flow to
cocos-interaction-ux-director. - Hand off art bible needs to
cocos-art-direction-director. - Hand off numbers to
cocos-game-balance-director. - Hand off verification to
cocos-playtest-qa-director.
- Hand off concrete systems to
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 · 107 lines · 74 tokens per session scan A 772291a2911c
cocos-game-design-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 1,342 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.
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