game-dev

game-dev is a skill for Claude Code from notque/vexjoy-agent. It costs 23 tokens per session (2,683 once invoked), scanned A, original, MIT.

A game-development skill with separate methods for designing games, building production pipelines, creating sprites, making Phaser games, and implementing large game systems. Phaser is a JavaScript framework for browser-based 2D games.

In plain words
What is it for?
It is for game design reviews, asset creation, Phaser projects, game audio and quality checks, deployment, and large multi-system implementations.
Why use it?
It helps choose an appropriate approach instead of treating game design, art creation, gameplay programming, and release work as the same task.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: agent in frontmatter; mentions Codex.

Good fit It is for game design reviews, asset creation, Phaser projects, game audio and quality checks, deployment, and large multi-system implementations.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/notque/vexjoy-agent/game-dev
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 notque/vexjoy-agent --skill game-dev
Clone the repo
git clone --depth 1 https://github.com/notque/vexjoy-agent

Made for: Claude Code.

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 game-dev

README.md
[![agentmods](https://agentmods.dev/badge/skills/notque/vexjoy-agent/game-dev/github.svg)](https://agentmods.dev/skills/notque/vexjoy-agent/game-dev)
Your own site
<a href="https://agentmods.dev/skills/notque/vexjoy-agent/game-dev"><img src="https://agentmods.dev/badge/skills/notque/vexjoy-agent/game-dev/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 game-dev

Your own site · 80×15
<a href="https://agentmods.dev/skills/notque/vexjoy-agent/game-dev"><img src="https://agentmods.dev/badge/skills/notque/vexjoy-agent/game-dev.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 23 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,683 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 $0.00023 $0.02683
Opus 5.5 $0.00009 $0.01073
Sonnet 5.5 $0.00005 $0.00537
Haiku 4.5 $0.00002 $0.00268

Measured 23d ago against content hash b8bf173d83bf, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

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 23d 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/game/game-dev/SKILL.md · 294 lines

How it starts

The opening of the file, as written. The whole thing — 294 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Development

Five modes: Design (diagnosis, auditing, improvement), Pipeline (full lifecycle orchestration), Sprite (AI sprite generation), Phaser (2D engine builds), GM (large multi-system implementations). Cross-cutting concerns (audio, QA, deploy) load as needed. Classify the request and follow the matching section.

Mode Selection

Mode Signals
Design game design, improve game, retention, churn, core loop, audit, game feel, balance, economy
Pipeline make game, scaffold, game lifecycle, game audio, deploy game, game QA
Sprite AI sprite, generate character, portrait, spritesheet, animated sheet, pixel art
Phaser Phaser, 2D game, platformer, arcade physics, tilemap, side scroller
GM large GM implementation, multi-system GM, CPU systems, multi-wave overhaul

If the request spans modes, load both primary references. Design + Pipeline is common (design an improvement then implement it). Sprite + Phaser is common (generate assets then wire into a Phaser game).


Design Mode

Evidence-led game design diagnosis with 61 runnable capabilities. Start from repository evidence; never guess when the repo can answer.

Workflow

  1. Intake. Read target repository's governing files. Search for game, product, UI, analytics, and research guidance. Use file search to find design docs, player copy, rules, UI, config, tests, analytics, issues. Separate facts into: observed, documented, measured, inferred.
  2. Ask only what the repo cannot answer. Which player moment matters? What external evidence exists (playtests, telemetry, reviews)? Which constraints bind (platform, phase, team, time)?
  3. Load references. Route greedily -- load every module that could change the recommendation:
Signal Load
Promise, fantasy, loops, goals references/core-loop-and-pillars.md
Ideation, novelty, removal, reuse references/creative-and-options.md
Player motives, personas, values references/player-and-social.md
Information, bias, randomness references/cognition-and-choice.md
Failure, difficulty, fairness references/fairness-and-failure.md
FTUE, flow, friction, session references/pacing-and-return.md
Co-op, competition, social references/social-and-competitive.md
Rewards, currencies, passes references/progression-and-economy.md
Pitch, mood, prototype references/emotion-and-presentation.md
Scope, sequence, estimates references/planning-and-production.md
Full health report All modules + references/full-diagnostic.md

Read the full file on GitHub · 294 lines

Files

What ships with it

60 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. 23d ago Changed · +243 lines · -15 tokens per session b8bf173d83bf
  2. 26d ago Changed · -242 lines · +15 tokens per session 355cf13e3cd7
  3. 27d ago First seen · 293 lines · 23 tokens per session scan A d7eafe805d58

Subscribe to this mod's changes

game-dev is a skill published in the GitHub repository notque/vexjoy-agent (442 stars, last pushed today), licensed MIT. It adds 23 tokens to every session and 2,683 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-09-20.

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