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-ux-flow-designergit 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-ux-flow-designer)<a href="https://agentmods.dev/skills/mike007jd/game-superpowers/gsp-ux-flow-designer"><img src="https://agentmods.dev/badge/skills/mike007jd/game-superpowers/gsp-ux-flow-designer/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-ux-flow-designer"><img src="https://agentmods.dev/badge/skills/mike007jd/game-superpowers/gsp-ux-flow-designer.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 | $0.00402 |
| Opus 5 | $0.00014 | $0.00201 |
| Sonnet 5 | $0.00005 | $0.00080 |
| Haiku 4.5 | $0.00003 | $0.00040 |
Grade A, and why
gsp-ux-flow-designer 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.
What it actually says
Game UX Flow Designer
Goal
Define the player-facing flow clearly enough that implementation does not drift into unreadable or frustrating UX.
Outputs
Follow the gsp-orchestrator output strategy:
- inline (default): present UX flow design in conversation.
- minimal or full: write
docs/game-studio/ux-flow.md.
Must cover
- entry flow
- first 30 seconds
- start / restart / fail / success states
- pause or escape flow when relevant
- HUD priorities
- onboarding style
- readability and accessibility constraints
- critical feedback moments
Hard rules
Use:
./shared/reference/first-30-seconds.md./shared/checklists/ui-feedback-checklist.md./shared/checklists/ui-ux-hard-rules.md
Explicitly decide:
- how the playfield is protected from overlay clutter
- what the persistent HUD budget is
- whether the project needs a dedicated UI layer for text-heavy or responsive UI
- how pause, menu focus, pointer lock, camera control, and gameplay input hand off control
- what mobile safe-area and thumb-zone constraints exist when relevant
By quality target
- first-playable: first 30 seconds and essential affordances only
- polished-prototype: include title/start, retry, pause, success/failure flow, clearer UI rhythm, and explicit playfield/HUD rules
- production-feature / live-patch: preserve consistency with the existing product while improving the target flow
Important
Do not stop at vague UX language. Lock concrete player-facing rules that implementation can actually follow. If critical UX flow details are still unknown, ask follow-up questions until the flow is explicit enough to implement with confidence.
What ships with it
8 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 · 49 lines · 27 tokens per session scan A 380d63c8b326
gsp-ux-flow-designer 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 402 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
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.
ux-review
Validates a UX spec, HUD design, or interaction pattern library for completeness, accessibility compliance, GDD alignment, and implementation readiness. Produces APPROVED / NEEDS REVISION / MAJOR REVISION NEEDED verdict with specific gaps.
difficulty-and-balancing
Use when designing, tuning, or reviewing the difficulty or balance of any game system — encounter tuning, cost curves, dominant-strategy audits, dynamic difficulty adjustment (DDA), difficulty settings, and accessibility assists. Also use to diagnose "this is too hard/too easy", "everything feels overpowered", a…
onboarding-and-teaching
Use when designing, reviewing, or generating the introduction to ANY mechanic in ANY genre — the four-beat teaching pattern (introduce→test→combine→twist), show-don't-tell level design, progressive disclosure and scaffolding, the mechanic dependency graph, FTUE (first-time user experience), early retention funnels…
ui-ux-and-feedback
Use when designing, auditing, or generating a HUD, menu system, or feedback vocabulary for any genre — information hierarchy, diegetic vs. non-diegetic classification, cognitive load budgeting, feedback channel design, menu flow, input modality, and accessibility. Also use to diagnose a UI that is cluttered, that…
aigd-ui-capture
AIGD · UI screenshot → UI DSL (knowledge-base capture / tool 1). Use this when you want to turn a game UI screenshot (a competitor's or your own) into structured md (type/hierarchy/geometry/interaction/state), so uirender.py can restore it to a wireframe and it can be accumulated into the patterns/UI-paradigm…