batch-mechanics

A workflow for implementing several unfinished game mechanics as a coordinated batch. It groups related work, plans each group, adds review steps, and verifies the results.

In plain words
What is it for?
Use it for batches of items from the unfinished-mechanics list, especially when the work touches related files or needs to be completed in a specific order.
Why use it?
It helps manage dependencies and shared code when multiple mechanics must be implemented together.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/phase-rs/phase/batch-mechanics
Any agent
npx skills add phase-rs/phase --skill batch-mechanics
Clone the repo
git clone --depth 1 https://github.com/phase-rs/phase

Made for: Claude Code, Codex.

Per session 51 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,803 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00051 $0.01803
Opus 5 $0.00026 $0.00901
Sonnet 5 $0.00010 $0.00361
Haiku 4.5 $0.00005 $0.00180

Measured 2d ago against content hash c2d85bab8a11, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

batch-mechanics 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 2d 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.

.claude/skills/batch-mechanics/SKILL.md · 145 lines

How it starts

The opening of the file, as written. The whole thing — 145 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Batch Mechanics Implementation

Orchestrate an agent team to plan and implement multiple mechanics from UNIMPLEMENTED-MECHANICS.md.

Prerequisites:

  • Agent Teams must be enabled (CLAUDE_CODE_EXPERIMENTAL_AGENT_TEAMS=1 in settings)
  • The lead session should be running Opus (it handles grouping and coordination decisions)

Instructions for the Team Lead

You are orchestrating a multi-phase workflow. Follow each phase exactly. If any phase isn't possible, stop and discuss with the user before proceeding.

Small batch shortcut: If the user has only 1-2 items, skip the agent team — implement them directly without the team overhead.

Phase 1 — Group & Classify

  1. Read .planning/rules-audit/UNIMPLEMENTED-MECHANICS.md
  2. Review the items the user has appended below
  3. Group items by relevance to each other. Consider:
    • Items that touch the same files or subsystems (e.g., two SBA items → group together)
    • Items that share a pattern (e.g., multiple keyword implementations)
    • Items that have dependencies (e.g., damage prevention must exist before protection prevention pipeline)
  4. Balance group sizes — fold small items into related groups rather than having a teammate do only 1-2 trivial tasks
  5. For each group, identify which existing skill(s) apply. A mechanic may need multiple skills:
    • /add-engine-effect — new effects or stub completions
    • /add-keyword — keyword abilities
    • /add-trigger — triggered abilities
    • /add-static-ability — static/continuous effects
    • /add-replacement-effect — replacement effects
    • /add-interactive-effect — effects requiring player choices (WaitingFor/GameAction round-trip)
    • /oracle-parser — parser-only changes
    • /casting-stack-conditions — casting flow or stack changes
  6. Order groups by dependency — if Group A must be done before Group B can start, note this
  7. Present the groupings to the user for approval before spawning teammates

Phase 2 — Plan (Parallel Teammates)

Read the full file on GitHub · 145 lines

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. 2d ago First seen · 145 lines · 51 tokens per session scan A c2d85bab8a11

Subscribe to this mod's changes

batch-mechanics is a skill published in the GitHub repository phase-rs/phase (259 stars, last pushed 2d ago), licensed Apache-2.0. It adds 51 tokens to every session and 1,803 once invoked, about $0.0003 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.

Related

Other skills, from other repositories

self-evolve

Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.

tettethu/VibeGame · 50 tokens

artist-self-evolve

Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.

tettethu/VibeGame · 62 tokens

vibegame-build

Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.

tettethu/VibeGame · 42 tokens

vibegame-start

Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.

tettethu/VibeGame · 61 tokens

fps-controller

Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on "FPS", "first-person", "WASD", "character…

SummerEngine/summer-engine-agent · 89 tokens

new-littlejs-game

Scaffold a brand-new, complete playable game project — LittleJS engine included, opens straight from disk in a browser with no server, smallest playable loop written for you. TRIGGER on ANY request to make/create/start/build a game when no other engine or framework is named — "make me a pong game", "make a breakout…

KilledByAPixel/LittleJS-AI · 211 tokens