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 ouzlifaneyassine1-dot/onyx-engine --skill brainstorm-gamegit clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engineWrote 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/ouzlifaneyassine1-dot/onyx-engine/brainstorm-game)<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/brainstorm-game"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/brainstorm-game/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/ouzlifaneyassine1-dot/onyx-engine/brainstorm-game"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/brainstorm-game.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 | $0.00096 | $0.02470 |
| Opus 5 | $0.00048 | $0.01235 |
| Sonnet 5 | $0.00019 | $0.00494 |
| Haiku 4.5 | $0.00010 | $0.00247 |
Grade A, and why
brainstorm-game 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 10d 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.
This is a copy
86% identical to brainstorm-game — 44 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 211 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/brainstorm-game — Decide What Game to Build
Overview
Most game projects fail because they were never scoped. This skill turns "I want to make a game" into a 1-page brief that names the pitch, the core loop, three mechanics max, the art direction, and the scope (jam / vertical slice / full game). The brief lands at .onyx/GameSoul.md — the file onyx's onboarding pipeline and every future onyx: skill reads on first turn.
Core principle: Constrain ruthlessly. A buildable bad idea beats an un-buildable great idea. Three mechanics, one art direction, one scope. Anything else gets parked in a "Later" list.
Steps
1. Open with the one question
Ask exactly this and wait:
One sentence — what kind of game do you want to make?
Don't pre-pitch genres. Don't list options. Read what they say. The first sentence is signal.
If they freeze ("I don't know"), offer 4 reference points only:
No worries. Pick the one that pulls you most: a) something cozy and exploratory (Stardew, A Short Hike), b) something tight and skill-based (Celeste, Hades), c) something story-led (Disco Elysium, Citizen Sleeper), d) something silly and short (Goat Sim, Untitled Goose). Or describe a different vibe.
2. Branch on genre signal
Read their answer for a genre anchor and pick one branch. Don't ask multiple questions in parallel.
| Anchor word(s) | Branch |
|---|---|
| "shooter", "FPS", "TPS", "combat" | Action-Combat branch |
| "platformer", "metroidvania", "souls-like" | Skill-Platforming branch |
| "RPG", "story", "narrative", "dialogue" | Narrative branch |
| "roguelike", "deckbuilder", "auto-battler" | Run-Based branch |
| "sim", "cozy", "farming", "city-builder" | Sim branch |
| "puzzle", "physics", "sandbox" | Puzzle branch |
| "horror", "atmospheric" | Horror branch |
| "multiplayer", "PvP", "co-op" | Multiplayer branch (forces the multiplayer-or-not call before scope) |
If unclear, ask the smallest disambiguating question:
Tighter on this — is it more "tense and dangerous" or "calm and exploratory"?
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.
- 10d ago First seen · 211 lines · 96 tokens per session scan A 93318460ff5d
brainstorm-game is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 2mo ago), licensed MIT. It adds 96 tokens to every session and 2,470 once invoked, about $0.0005 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to brainstorm-game, differing in 44 lines, and is treated as a copy.
Other skills, from other repositories
make-game
Use when the user says "make me a game", "build me a game", "I want to make a [genre] game", "let's build something" — the orchestration spine that runs the full game-dev pipeline: brainstorm → plan → scaffold → build core mechanics → art direction → audio → polish/VFX → verify → ship. Delegates to specialist skills…
brainstorm-game
Use when the user wants help deciding what game to make, scoping a new project, or turning a vague idea into a buildable plan. Walks through genre, scope, core loop, mechanics, and art direction, then writes a 1-page brief to .summer/GameSoul.md. Trigger on "brainstorm a game", "what should I make", "I want to make a…
scene-composition
Use when building or organizing Summer Engine scenes: node hierarchy conventions, when to extract sub-scenes, reusable prefab patterns, and instance-versus-add-node decisions. Trigger on "scene", "sub-scene", "instance", "prefab", "node hierarchy", "scene structure", "PackedScene".
browse-templates
Use when the user wants to see available Summer Engine project templates, start from an existing template, or asks "what templates exist?" — fetches the live list from github.com/SummerEngine, presents the choices, and creates a project from the chosen template via summer create . Trigger on "templates", "starter"…
new-project
Use when the user wants a fresh blank Summer Engine project — not from a template. Asks one question (project name) and runs summer create empty . Trigger on "new project", "blank project", "empty project", "from scratch", "start fresh", "create new game", "blank canvas", "scaffold a project".
play
Use when the user says "play", "run it", "test it", "let me see it", or "start the game". Runs the project in Summer Engine, briefly waits, then reports what's happening — clean run, errors, or warnings.