cocos-game-design-director

cocos-game-design-director is a skill for Codex from lightblink/cocos-creator-local-mcp. It costs 74 tokens per session (1,342 once invoked), scanned A, original, MIT.

A game-design guide for projects made with Cocos Creator, a game engine, including games distributed as WeChat Mini Games. It turns an idea into a small playable plan before coding begins.

In plain words
What is it for?
Use it to shape a game idea, define its repeating gameplay cycle, plan a first playable version, review mechanics, and write a design brief for implementation.
Why use it?
It helps avoid building around unclear goals or mechanics that are not fun or testable. It defines the player experience, core actions, rewards, limits, and success criteria.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to shape a game idea, define its repeating gameplay cycle, plan a first playable version, review mechanics, and write a design brief for implementation.

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Install with agentmods
npx agentmods add skills/lightblink/cocos-creator-local-mcp/cocos-game-design-director
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 lightblink/cocos-creator-local-mcp --skill cocos-game-design-director
Clone the repo
git clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcp

Made for: 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 cocos-game-design-director

README.md
[![agentmods](https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-design-director/github.svg)](https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-design-director)
Your own site
<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.

agentmods 80×15 button for cocos-game-design-director

Your own site · 80×15
<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>
Per session 74 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,342 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 $0.00074 $0.01342
Opus 5 $0.00037 $0.00671
Sonnet 5 $0.00015 $0.00268
Haiku 4.5 $0.00007 $0.00134

Measured 12d ago against content hash 772291a2911c, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

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.

skills/cocos-game-design-director/SKILL.md · 107 lines

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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.

Read the full file on GitHub · 107 lines

Files

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.

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. 12d ago First seen · 107 lines · 74 tokens per session scan A 772291a2911c

Subscribe to this mod's changes

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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