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 rondorkerin/gamestack --skill iteration-loopgit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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/rondorkerin/gamestack/iteration-loop)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/iteration-loop"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/iteration-loop.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 5.1 | $0.00416 | $0.01517 |
| Opus 5 | $0.00208 | $0.00758 |
| Sonnet 5 | $0.00083 | $0.00303 |
| Haiku 4.5 | $0.00042 | $0.00152 |
Grade A, and why
iteration-loop 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 7d 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 — 47 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Iteration Loop
The loop every gamestack content type runs to close the gap between an intended target and what's actually implemented — whether the target is concept art, a balance curve, or lore canon. One loop shape, instantiated per modality.
Tier: process (tier-spanning, lives in
gamestack-core). Not a knowledge skill — a recurring procedure other skills plug into.
The loop
Reference → Diff → Prioritize → Generate/Implement → Verify, run per system, repeated until the gap closes or is explicitly deferred.
- Reference — pull the intended target for this system: a concept-art subset, a stated balance target, a lore-canon fact set. If references aren't organized per-system, that's the first fix — an unindexed reference pile can't be diffed against.
- Diff — compare the current implementation against the reference and name the single biggest delta (not a laundry list). This step stays human/agent judgment, not a mechanical pixel-diff or string-diff — see
LOOP.mdfor why and for the modality-specific diff method. - Prioritize — pick the highest-benefit delta to close next. One delta at a time keeps each cycle verifiable.
- Generate/Implement — close it: generate an asset (asset-gen pipeline + your project's optimize/import pass), tune a system (cost curves, drop tables), or author content (within established canon) — then wire it in data-driven, never as a hardcoded one-off, and file it into its categorized asset pack (
LOOP.md§7). For visual/aesthetic deltas, generate against one instance first, not the whole system; for heavyweight pipelines (3D model gen, tileset gen), stage that behind a few cheap 2D mockups first — seeLOOP.md§6 for why and the batching pattern. When generation is the wrong tool for this delta (animations, trees, a hand-authored hero asset, …), route to the external-request escalation (§5) instead of forcing a worse generated result. - Verify — re-check against the reference. Did the named delta close? If not, the cycle repeats; if a new bigger delta surfaced, that's the next Prioritize. For visual/aesthetic deltas, the generating agent's own judgment of "does this look right" isn't reliable verification — that routes through a human checkpoint (
LOOP.md§6) before the change scales beyond the single instance.
What ships with it
1 file 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.
- 7d ago First seen · 47 lines · 416 tokens per session scan A 9db0bca6a2cd
iteration-loop is a skill published in the GitHub repository rondorkerin/gamestack (27 stars, last pushed 2mo ago), licensed MIT. It adds 416 tokens to every session and 1,517 once invoked, about $0.0021 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.
Other skills, from other repositories
ux-design
Guided, section-by-section UX spec authoring for a screen, flow, or HUD. Reads game concept, player journey, and relevant GDDs to provide context-aware design guidance. Produces ux-spec.md (per screen/flow) or hud-design.md using the studio templates.
architecture-review
Validates completeness and consistency of the project architecture against all GDDs. Builds a traceability matrix mapping every GDD technical requirement to ADRs, identifies coverage gaps, detects cross-ADR conflicts, verifies engine compatibility consistency across all decisions, and produces a PASS/CONCERNS/FAIL…
localize
Full localization pipeline: scan for hardcoded strings, extract and manage string tables, validate translations, generate translator briefings, run cultural/sensitivity review, manage VO localization, test RTL/platform requirements, enforce string freeze, and report coverage.
vertical-slice
Pre-Production validation — build a production-quality end-to-end build to confirm the full game loop is achievable before committing to Production. Run after GDDs, architecture, and UX specs are complete. Produces a PROCEED/PIVOT/KILL verdict that gates the Pre-Production → Production transition.
quick-design
Lightweight design spec for small changes — tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
day-one-patch
Prepare a day-one patch for a game launch. Scopes, prioritises, implements, and QA-gates a focused patch addressing known issues discovered after gold master but before or immediately after public launch. Treats the patch as a mini-sprint with its own QA gate and rollback plan.