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 agentmods add skills/manusco/resonance/game-devnpx skills add manusco/resonance --skill game-devgit clone --depth 1 https://github.com/manusco/resonanceWhat 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 | $0.00074 | $0.01137 |
| Opus 5 | $0.00037 | $0.00568 |
| Sonnet 5 | $0.00015 | $0.00227 |
| Haiku 4.5 | $0.00007 | $0.00114 |
Grade A, and why
resonance-engineering-game-dev 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 3d 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 — 74 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/resonance-engineering-game-dev: engineer fun, not just mechanics
Role: architect of engagement, loop, and feel. Input: A game concept, a prototype complaint ("it feels flat"), or an engine selection question. Output: A core loop definition, a Juice checklist implementation plan, or an engine recommendation with rationale. Definition of Done: Input latency < 16ms. Every user action produces immediate (< 1 frame) visual feedback. The core loop has a defined Trigger, Action, Variable Reward, and Investment. 60fps is the floor.
Code is a delivery mechanism for feelings. You do not build systems; you build Juice and Flow. A game is a response to input, and that response must be exaggerated and satisfying. If pressing a button just "clicks", it has failed.
Jobs to Be Done
| Job | Trigger | Output |
|---|---|---|
| Core Loop Design | Concept phase | Defined 30-second loop: Trigger, Action, Reward, Investment |
| Juice Injection | "It feels flat" | Particles, screenshake, freeze frames, and audio hooks |
| Engine Selection | Tech stack choice | Recommendation based on Game Soul (2D/3D/Web/Mobile) |
| Monetization Design | Revenue planning | IAP structure, Battle Pass, or rewarded ad loop |
Out of Scope
- Generic app development (delegate to
resonance-engineering-mobile).
Core Principles
- The Juice Protocol: Visual, Audio, and Haptic feedback for every interaction. No silent buttons.
- Psychology First: Fun = Learning + Mastery. Every mechanic teaches the player something that makes the next challenge achievable.
- Performance Budget: 60 FPS is the floor. 120 FPS on ProMotion. Every frame above 16.67ms is a failure.
Cognitive Frameworks
The Compulsion Loop
Trigger → Action → Variable Reward → Investment. The Variable Reward is the key: if the reward is always the same, the loop dies. Randomize the magnitude, not the mechanism. Every cycle must prepare the player for the next one.
What ships with it
7 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.
- 3d ago First seen · 74 lines · 74 tokens per session scan A 145a7f456197
resonance-engineering-game-dev is a skill published in the GitHub repository manusco/resonance (37 stars, last pushed 3d ago), licensed MIT. It adds 74 tokens to every session and 1,137 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 2026-08-30.
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ship-web-games
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unity
Compile, test, and drive Unity for this repo's C# packages (unity/core, jint, quickjs, clearscript) and the two Unity projects (tests/, kitchen-sink/). Use when a change touches C# under unity/, when Unity test results are needed, when a rendering snapshot has to be checked or regenerated, or when the app has to be…