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 agentmods add skills/ramonbedin/mcp-game-deck/prototypenpx skills add RamonBedin/mcp-game-deck --skill prototypegit clone --depth 1 https://github.com/RamonBedin/mcp-game-deckWrote 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/ramonbedin/mcp-game-deck/prototype)<a href="https://agentmods.dev/skills/ramonbedin/mcp-game-deck/prototype"><img src="https://agentmods.dev/badge/skills/ramonbedin/mcp-game-deck/prototype.svg" alt="Measured on agentmods" 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 | $0.00024 | $0.00336 |
| Opus 5 | $0.00012 | $0.00168 |
| Sonnet 5 | $0.00005 | $0.00067 |
| Haiku 4.5 | $0.00002 | $0.00034 |
Grade A, and why
prototype 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 3d 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
When this skill is invoked:
-
Define hypothesis: What are we testing? What does success look like?
-
Rapid implementation (throwaway code, skip normal standards):
- Create scripts in a
Prototypes/folder - Use MCP tools to set up scene quickly (batch-execute, prefab-instantiate)
- Use ScriptableObjects for quick config via scriptableobject-create/scriptableobject-modify
- Skip documentation, skip tests, skip polish
- Create scripts in a
-
Validate:
- Use screenshot-camera to capture results
- Use profiler-status/profiler-extended if performance is part of the hypothesis
- Compare expected vs actual behavior
-
Generate prototype report:
## Prototype Report: [Name]
### Hypothesis
[What we were testing]
### Approach
[How we tested it — scripts created, MCP tools used]
### Results
[What happened — screenshots, profiler data, observations]
### Verdict: [PROCEED / PIVOT / KILL]
### Next Steps
[If PROCEED: what needs production-quality implementation]
[If PIVOT: what alternative to try]
[If KILL: why and what we learned]
- Cleanup note: Prototype code is disposable. Do NOT merge into production.
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.
- 3d ago First seen · 45 lines · 24 tokens per session scan A da79808b4c7e
prototype is a skill published in the GitHub repository RamonBedin/mcp-game-deck (6 stars, last pushed 2mo ago), licensed MIT. It adds 24 tokens to every session and 336 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
gameobject-component-destroy
Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.
assets-prefab-save
Save the currently opened prefab edit stage back to its prefab asset without exiting the stage. Pair with 'assets-prefab-open' to enter the edit mode first.
mobile-games
Mobile game development principles. Touch input, battery, performance, app stores.
influence-psychology
Apply the seven principles of ethical persuasion (reciprocity, commitment, social proof, authority, liking, scarcity, unity) to product design, copy, and sales. Use when the user mentions "social proof", "persuasive copy", "why users dont convert", "ethical persuasion", "reciprocity", "scarcity tactics", "commitment…
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.