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 mike007jd/game-superpowers --skill gsp-build-strategygit clone --depth 1 https://github.com/mike007jd/game-superpowersWrote 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/mike007jd/game-superpowers/gsp-build-strategy)<a href="https://agentmods.dev/skills/mike007jd/game-superpowers/gsp-build-strategy"><img src="https://agentmods.dev/badge/skills/mike007jd/game-superpowers/gsp-build-strategy/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/mike007jd/game-superpowers/gsp-build-strategy"><img src="https://agentmods.dev/badge/skills/mike007jd/game-superpowers/gsp-build-strategy.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 | $0.00027 | $0.00569 |
| Opus 5 | $0.00014 | $0.00284 |
| Sonnet 5 | $0.00005 | $0.00114 |
| Haiku 4.5 | $0.00003 | $0.00057 |
Grade A, and why
gsp-build-strategy 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 — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Build Strategy
Goal
Choose the right build strategy for the project.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present build strategy and quality target in conversation.
- minimal or full: write
docs/game-studio/build-strategy.mdanddocs/game-studio/quality-target.md.
Use:
./shared/reference/development-modes.md./shared/reference/quality-targets.md./shared/templates/build-strategy.md./shared/templates/quality-target.md
Development modes
yolo-superguided-buildrefactor-opensurgical-live
Quality targets
first-playablepolished-prototypeproduction-featurelive-patch
Selection rules
- greenfield + narrow mechanic spike ->
yolo-super+first-playable - greenfield + serious showcase build -> usually
yolo-superorguided-build+polished-prototype - existing product-facing feature work -> usually
guided-buildorrefactor-open+production-feature - shipped or live-risky ->
surgical-live+live-patch
Planning policy
Match task size to the mode:
- aggressive modes can use large coherent implementation chunks
- production-feature work can use medium coherent chunks
- live work should use smaller changes with tighter verification
Choose the exploration budget explicitly:
minimalwhen the task is narrow and already shape-lockedstandardfor normal product workhighfor single-prompt showcase generation, benchmark runs, or any task where first-result quality matters more than token thrift
For high exploration budget work:
- spend more tokens up front on concept lock, UX shape, and visual anchor decisions
- prefer
polished-prototypeoverfirst-playableunless the user explicitly wants only a spike - add runtime verification and screenshot critique before claiming completion
- if the host supports subagents, default to builder + reviewer + verifier instead of a single uninterrupted build pass
- if the task splits cleanly, allow multiple builders in parallel with a shared reviewer / verifier gate
What ships with it
9 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 · 63 lines · 27 tokens per session scan A 872e2e78cf32
gsp-build-strategy is a skill published in the GitHub repository mike007jd/game-superpowers (12 stars, last pushed 4mo ago), licensed MIT. It adds 27 tokens to every session and 569 once invoked, about $0.0001 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
prototype
Concept prototype — validate the core idea is worth designing before writing GDDs. Run right after /brainstorm and /setup-engine. Routes to HTML, Engine, or Paper path based on game type. Produces a throwaway build and a PROCEED/PIVOT/KILL verdict.
review-all-gdds
Holistic cross-GDD consistency and game design review. Reads all system GDDs simultaneously and checks for contradictions between them, stale references, ownership conflicts, formula incompatibilities, and game design theory violations (dominant strategies, economic imbalance, cognitive overload, pillar drift). Run…
setup-engine
Configure the project's game engine and version. Pins the engine in CLAUDE.md, detects knowledge gaps, and populates engine reference docs via WebSearch when the version is beyond the LLM's training data.
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
architecture-review
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
asset-spec
Generate per-asset visual specifications and AI generation prompts from GDDs, level docs, or character profiles. Produces structured spec files and updates the master asset manifest. Run after art bible and GDD/level design are approved, before production begins.