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/robcost/gameforge/phaser-developmentnpx skills add robcost/gameforge --skill phaser-developmentgit clone --depth 1 https://github.com/robcost/gameforgeWhat 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 | $0.00043 | $0.00865 |
| Opus 5 | $0.00022 | $0.00432 |
| Sonnet 5 | $0.00009 | $0.00173 |
| Haiku 4.5 | $0.00004 | $0.00086 |
Grade A, and why
phaser-development 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 yesterday.
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 — 85 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Phaser 3 Game Development Patterns
Project Structure
The Phaser game project uses Vite + TypeScript with this layout:
src/
config.ts - All game constants (VIEWPORT, CONTROLS, plus everything from GDD)
main.ts - DOM entry point, calls startGame()
scenes/
BootScene.ts - Has generateTexture() helper, preload() for texture/asset setup
MainScene.ts - Empty scene shell with reset key - all gameplay goes here
Config-Driven Design
- All game constants (dimensions, speeds, colors, physics values) go in
src/config.ts - Scenes import from config - never hardcode values in scene files
- When the GDD specifies values, add them to config.ts
- Read the GDD's
controlsfield to know what keys to wire up
Scene Architecture
- Every scene extends
Phaser.Scenewith a uniquekeystring BootScenehandles texture generation via itsgenerateTexture(key, width, height, color)method- Add texture generation calls in BootScene's
preload()method - one per visual entity MainScene(or level-specific scenes) handle gameplay logic- Register new scenes in
BootScene.ts'sstartGame()function
Textures (Procedural Generation)
- Default visuals are colored rectangles generated programmatically via
generateTexture() - Colors in Phaser use hex numbers:
0x4fc3f7(not CSS strings) - GDD colors are CSS hex strings:
'#4fc3f7'- convert by replacing#with0x - Each entity needs one
generateTexture()call in BootScene'spreload()
Physics (Arcade)
- The template starts with gravity=0 and arcade physics enabled
- Set gravity in startGame() or in the scene based on the GDD (e.g. gravity.y=600 for platformers, 0 for shooters)
this.physics.add.staticGroup()for immovable objects (platforms, walls, barriers)this.physics.add.sprite()for the player and dynamic entitiesthis.physics.add.group()for enemies, collectibles, projectiles- Set world bounds for levels wider/taller than viewport:
this.physics.world.setBounds() - Collision:
this.physics.add.collider(player, platforms)for solid collision - Overlap:
this.physics.add.overlap(player, coins, collectCallback)for trigger-style
What ships with it
5 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.
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.
- yesterday First seen · 85 lines · 43 tokens per session scan A f410c3d825a3
phaser-development is a skill published in the GitHub repository robcost/gameforge (2 stars, last pushed 6mo ago), licensed MIT. It adds 43 tokens to every session and 865 once invoked, about $0.0002 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.
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code-reviewer
Automatic code quality and best practices analysis. Use proactively when files are modified, saved, or committed. Analyzes code style, patterns, potential bugs, and security basics. Triggers on file changes, git diff, code edits, quality mentions.
test-generator
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api-documenter
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readme-updater
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security-auditor
Continuous security vulnerability scanning for OWASP Top 10, common vulnerabilities, and insecure patterns. Use when reviewing code, before deployments, or on file changes. Scans for SQL injection, XSS, secrets exposure, auth issues. Triggers on file changes, security mentions, deployment prep.