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 pixel-cellar/Claude-Code-Game-Studios --skill reverse-documentgit clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/reverse-document)<a href="https://agentmods.dev/skills/pixel-cellar/claude-code-game-studios/reverse-document"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/reverse-document/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/pixel-cellar/claude-code-game-studios/reverse-document"><img src="https://agentmods.dev/badge/skills/pixel-cellar/claude-code-game-studios/reverse-document.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 | $0.00031 | $0.02442 |
| Opus 5.5 | $0.00012 | $0.00977 |
| Sonnet 5.5 | $0.00006 | $0.00488 |
| Haiku 4.5 | $0.00003 | $0.00244 |
Grade A, and why
reverse-document 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 1mo 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 — 262 lines — stays where its author put it; the contents beside it link to each section on GitHub.
逆向文档化
本技能分析现有实现(代码、原型、系统)并生成相应的设计或架构文档。适用于以下场景:
- 你在没有先写设计文档的情况下构建了一个功能
- 你接手了一个没有文档的代码库
- 你原型化了一个机制并需要将其规范化
- 你需要记录现有代码背后的 "为什么"
工作流
1. 解析参数
格式:/reverse-document <类型> <路径>
类型选项:
design-> 生成游戏设计文档 (GDD 章节)architecture-> 生成架构决策记录 (ADR)concept-> 从原型生成概念文档
路径:要分析的目录或文件
src/gameplay/combat/-> 所有战斗相关代码src/core/event-system.cpp-> 特定文件prototypes/stealth-mech/-> 原型目录
示例:
/reverse-document design src/gameplay/magic-system
/reverse-document architecture src/core/entity-component
/reverse-document concept prototypes/vehicle-combat
2. 分析实现
阅读并理解代码/原型:
对于设计文档 (GDD):
- 识别机制、规则、公式
- 提取玩法数值(伤害、冷却时间、范围)
- 找到状态机、技能系统、成长系统
- 检测代码中处理的边缘情况
- 映射依赖(哪些系统之间有交互?)
对于架构文档 (ADR):
- 识别模式(ECS、单例、观察者等)
- 理解技术决策(线程、序列化等)
- 映射依赖和耦合关系
- 评估性能特征
- 找到约束和权衡
对于概念文档(原型分析):
- 识别核心机制
- 提取涌现的玩法模式
- 记录什么有效、什么无效
- 发现技术可行性洞见
- 记录玩家幻想 / 手感
3. 提出澄清问题(协作协议)
不要只是描述代码。要问关于意图:
设计问题:
- "我看到一个在战斗中消耗的体力系统。这是为了:
- 节奏控制(防止乱按)?
- 资源管理(策略深度)?
- 还是其他原因?"
- "击倒机制似乎很核心。这是一个核心支柱,还是辅助功能?"
- "伤害随等级指数缩放。是有意为之的力量幻想,还是需要重新平衡?"
架构问题:
- "你使用了服务定位器模式。这是为了:
- 可测试性(模拟依赖)?
- 解耦(减少硬引用)?
- 还是继承了现有代码?"
- "我看到使用了手动内存管理而非智能指针。是性能需求,还是历史遗留?"
概念问题:
- "原型强调潜行而非战斗。这是预期的核心支柱吗?"
- "玩家似乎在利用抓钩加速。这是功能还是 Bug?"
4. 展示发现
在起草之前,展示你发现了什么:
我已经分析了 src/gameplay/combat/。以下是我的发现:
已实现的机制:
- 3 连击系统,带时机窗口
- 破防机制(重攻击 vs 格挡中的敌人)
- 体力系统(攻击/闪避时消耗,空闲时恢复)
- 击倒系统(累积触发脆弱状态)
发现的公式:
- 伤害 = 基础值 * (1 + 力量缩放 * 等级)
- 击倒累积 = 攻击击倒值 / (敌人.定力 * 0.5)
- 体力消耗 = 基础体力消耗 * (1 - 效率加成)
意图不明确的区域:
1. 体力系统 — 节奏控制还是资源管理?
2. 击倒 — 核心支柱还是辅助功能?
3. 伤害缩放 — 力量幻想还是需要调整?
在起草设计文档之前,能否请您澄清这些要点?
等待用户澄清意图后再起草。
5. 使用模板起草文档
根据类型,使用相应模板:
| 类型 | 模板 | 输出路径 |
|---|---|---|
design |
templates/design-doc-from-implementation.md |
design/gdd/[系统名称].md |
architecture |
templates/architecture-doc-from-code.md |
docs/architecture/[决策名称].md |
concept |
templates/concept-doc-from-prototype.md |
prototypes/[名称]/CONCEPT.md 或 design/concepts/[名称].md |
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.
- 1mo ago First seen · 262 lines · 31 tokens per session scan A 37ddf3ae2507
reverse-document is a skill published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (361 stars, last pushed 6mo ago), licensed MIT. It adds 31 tokens to every session and 2,442 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 2026-09-03.
Other skills, from other repositories
playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
godot-signals-groups
Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…
motion
Reconstruct a skeleton from calibrated mesh projections and sequential VLM joint annotations, then fit joints and skin weights. Generate motion from joint-position trajectories, rhythm and contact constraints through IK; refine bone orientation against the action, then export, retarget and validate on the target mesh.
unity-addressables
Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).
unity-manual-component
Manually add, configure, reorder, and copy components on GameObjects using Unity Editor UI. For one-off Inspector workflows that do not need REST automation.
threejs-exposure-color-grading
Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.