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-reference-research-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-reference-research-director)<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-game-reference-research-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-reference-research-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-reference-research-director"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-game-reference-research-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 | $0.00131 | $0.01468 |
| Opus 5 | $0.00066 | $0.00734 |
| Sonnet 5 | $0.00026 | $0.00294 |
| Haiku 4.5 | $0.00013 | $0.00147 |
Grade A, and why
cocos-game-reference-research-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 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 — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Cocos Game Reference Research Director
Overview
Use this skill before game design when the user's request depends on a reference game, genre shorthand, market pattern, or unstated player expectation. The output should translate "make something like X" into IP-safe design pillars, genre conventions, first-slice scope, and handoffs to the Cocos production skills.
This is a research and interpretation skill, not a cloning skill. It should preserve the useful design intent of references while avoiding direct reproduction of protected names, art, characters, exact systems, maps, UI, music, copy, or proprietary progression.
Research Decision
- Browse when the user names a specific modern game, asks for latest/current examples, refers to a version/update/store page, wants competitor comparison, or when your knowledge could be stale.
- Use stable genre knowledge without browsing when the request is broad, low-stakes, and the genre conventions are enough to move into design.
- If browsing, prefer primary or close-to-primary sources: official store pages, publisher pages, gameplay videos, manuals, patch notes, reputable wiki/reference pages, and observed screenshots/videos. Attribute links in the final answer.
- Separate observation from inference. State what the source says or shows, then what you infer for the Cocos project.
- Do not over-research before a small prototype. Gather enough to define the promise, core loop, scope, risks, and next skill handoffs.
Read references/research-foundations.md when the task involves a named reference game, multiple competitors, genre taxonomy, IP-risk judgment, or a design argument that needs more than a compact brief.
Core Workflow
- Parse the reference intent.
- Identify named games, genre labels, platform assumptions, player fantasy, and likely unstated expectations.
- Detect whether the user wants inspiration, a clone, a parody, a faithful genre exercise, or a production-feasible vertical slice.
- Gather reference evidence.
- Use live research when needed.
- Capture 3-7 high-signal observations rather than exhaustive notes.
- Include mechanics, controls, session rhythm, progression, content format, audiovisual promise, and player skill test.
- Deconstruct genre pillars.
- Define what the player does every second, every minute, and across a session.
- Identify what creates tension, mastery, rewards, failure, and replay value.
- Separate must-have genre signals from optional depth systems.
- Define IP-safe design pillars.
- Preserve abstract patterns and player expectations.
- Avoid copying names, silhouettes, characters, UI layout, exact skill trees, exact equipment sets, exact level sequences, audio motifs, or copywriting.
- Rename and reshape the project around a distinct fantasy, visual direction, and system expression.
- Scope the first Cocos slice.
- Propose the smallest local-play target that tests the reference promise.
- List required mechanics, content, assets, audio, UI, data, and architecture pressure points.
- Mark what to implement now, fake, defer, or research later.
- Hand off to production skills.
cocos-game-design-director: design brief and core loop.cocos-interaction-ux-director: touch controls, HUD, feedback, onboarding.cocos-level-content-design: waves, levels, encounters, pacing.cocos-game-balance-director: v0 values, curves, spawn pressure, rewards.cocos-art-direction-director: distinct art bible and asset family needs.cocos-asset-pipeline-director: sprite, UI, VFX, SFX, and music pack.cocos-creator-gameplay-architecture: system boundaries and implementation plan.cocos-playtest-qa-director: evidence gates and risks.
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.
- 11d ago First seen · 100 lines · 131 tokens per session scan A 3299b9f537b2
cocos-game-reference-research-director is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 131 tokens to every session and 1,468 once invoked, about $0.0007 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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