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 Simone-Tarantino/godot-superpowers --skill genre-pack-platformergit clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/genre-pack-platformer)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/genre-pack-platformer"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/genre-pack-platformer/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/simone-tarantino/godot-superpowers/genre-pack-platformer"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/genre-pack-platformer.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 | $0.00056 | $0.02334 |
| Opus 5 | $0.00028 | $0.01167 |
| Sonnet 5 | $0.00011 | $0.00467 |
| Haiku 4.5 | $0.00006 | $0.00233 |
Grade A, and why
genre-pack-platformer 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 11d 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 — 244 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Genre Pack: 2D Platformer
Battle-tested platformer movement. Tune the constants — defaults give a snappy mid-air feel similar to Celeste / Hollow Knight.
Tuning constants reference
# scripts/components/platformer_move_component.gd
class_name PlatformerMoveComponent
extends Node
# Horizontal
@export var max_speed: float = 250.0
@export var ground_acceleration: float = 1800.0
@export var ground_friction: float = 1800.0
@export var air_acceleration: float = 1000.0
@export var air_friction: float = 600.0
# Jump
@export var jump_velocity: float = -400.0
@export var jump_cut_factor: float = 0.5 ## velocity multiplier on early release
@export var coyote_time: float = 0.10 ## seconds after leaving ground you can still jump
@export var jump_buffer_time: float = 0.10 ## seconds before landing where jump press still counts
# Gravity
@export var gravity: float = 980.0
@export var fall_gravity_multiplier: float = 1.6 ## faster falling = snappier feel
@export var max_fall_speed: float = 500.0
# Air control
@export var max_air_jumps: int = 0 ## 1 = double jump, 2 = triple, etc.
# Wall mechanics
@export var wall_slide_max_speed: float = 80.0
@export var wall_jump_velocity: Vector2 = Vector2(220.0, -380.0)
@export var wall_jump_lockout: float = 0.15 ## input ignore time after wall jump
# Dash
@export var dash_speed: float = 700.0
@export var dash_duration: float = 0.18
@export var dash_cooldown: float = 0.5
# State (read-only outside)
var _coyote: float = 0.0
var _jump_buffer: float = 0.0
var _air_jumps_remaining: int = 0
var _wall_lock: float = 0.0
var _dash_time: float = 0.0
var _dash_cd: float = 0.0
var body: CharacterBody2D
func _ready() -> void:
body = get_parent() as CharacterBody2D
assert(body, "PlatformerMoveComponent parent must be CharacterBody2D")
func physics_step(delta: float, input_x: float, jump_pressed: bool, jump_released: bool, dash_pressed: bool) -> void:
_wall_lock = maxf(0.0, _wall_lock - delta)
_dash_cd = maxf(0.0, _dash_cd - delta)
# Dash overrides everything
if _dash_time > 0.0:
_dash_time -= delta
body.velocity.x = sign(body.velocity.x if body.velocity.x != 0.0 else input_x) * dash_speed
body.velocity.y = 0.0
body.move_and_slide()
return
if dash_pressed and _dash_cd <= 0.0 and absf(input_x) > 0.05:
_dash_time = dash_duration
_dash_cd = dash_cooldown
return
# Gravity
var g := gravity * (fall_gravity_multiplier if body.velocity.y > 0.0 else 1.0)
body.velocity.y = minf(body.velocity.y + g * delta, max_fall_speed)
# Wall slide
var on_wall := body.is_on_wall_only()
if on_wall and body.velocity.y > 0.0:
body.velocity.y = minf(body.velocity.y, wall_slide_max_speed)
# Horizontal
if _wall_lock <= 0.0:
if absf(input_x) > 0.05:
var accel := ground_acceleration if body.is_on_floor() else air_acceleration
body.velocity.x = move_toward(body.velocity.x, input_x * max_speed, accel * delta)
else:
var fric := ground_friction if body.is_on_floor() else air_friction
body.velocity.x = move_toward(body.velocity.x, 0.0, fric * delta)
# Coyote + jump buffer
if body.is_on_floor():
_coyote = coyote_time
_air_jumps_remaining = max_air_jumps
else:
_coyote = maxf(0.0, _coyote - delta)
if jump_pressed:
_jump_buffer = jump_buffer_time
else:
_jump_buffer = maxf(0.0, _jump_buffer - delta)
# Jump resolution
if _jump_buffer > 0.0:
if _coyote > 0.0:
body.velocity.y = jump_velocity
_jump_buffer = 0.0
_coyote = 0.0
elif on_wall:
body.velocity.y = wall_jump_velocity.y
body.velocity.x = -sign(body.get_wall_normal().x) * wall_jump_velocity.x # away from wall
_wall_lock = wall_jump_lockout
_jump_buffer = 0.0
elif _air_jumps_remaining > 0:
body.velocity.y = jump_velocity
_air_jumps_remaining -= 1
_jump_buffer = 0.0
# Variable jump height (cut on release)
if jump_released and body.velocity.y < 0.0:
body.velocity.y *= jump_cut_factor
body.move_and_slide()
func is_dashing() -> bool:
return _dash_time > 0.0
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.
- 11d ago First seen · 244 lines · 56 tokens per session scan A edad8581a533
genre-pack-platformer is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 56 tokens to every session and 2,334 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 2026-08-31.
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