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-topdowngit 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-topdown)<a href="https://agentmods.dev/skills/simone-tarantino/godot-superpowers/genre-pack-topdown"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/genre-pack-topdown/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-topdown"><img src="https://agentmods.dev/badge/skills/simone-tarantino/godot-superpowers/genre-pack-topdown.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 | $0.00051 | $0.01677 |
| Opus 5 | $0.00026 | $0.00839 |
| Sonnet 5 | $0.00010 | $0.00335 |
| Haiku 4.5 | $0.00005 | $0.00168 |
Grade A, and why
genre-pack-topdown 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 — 210 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Genre Pack: Top-Down 2D
Movement, AI, aiming, and camera for top-down 2D games.
Top-down move component
class_name TopDownMoveComponent
extends Node
@export var max_speed: float = 200.0
@export var acceleration: float = 1500.0
@export var friction: float = 1200.0
var body: CharacterBody2D
func _ready() -> void:
body = get_parent() as CharacterBody2D
assert(body, "TopDownMoveComponent parent must be CharacterBody2D")
func physics_step(delta: float, input_dir: Vector2) -> void:
if input_dir.length_squared() > 0.01:
body.velocity = body.velocity.move_toward(input_dir.normalized() * max_speed, acceleration * delta)
else:
body.velocity = body.velocity.move_toward(Vector2.ZERO, friction * delta)
body.move_and_slide()
Player code:
func _physics_process(delta: float) -> void:
var input_dir := Input.get_vector("move_left", "move_right", "move_up", "move_down")
_move.physics_step(delta, input_dir)
Snap-to-grid movement (turn-based / tactical)
class_name GridMover
extends Node
const TILE_SIZE := 32.0
@export var move_duration: float = 0.15
var body: Node2D
var _tween: Tween
var is_moving: bool = false
func _ready() -> void:
body = get_parent() as Node2D
func step(direction: Vector2i) -> bool:
if is_moving or direction == Vector2i.ZERO:
return false
var target := body.position + Vector2(direction) * TILE_SIZE
if _is_blocked(target):
return false
is_moving = true
if _tween:
_tween.kill()
_tween = create_tween()
_tween.tween_property(body, "position", target, move_duration)
_tween.finished.connect(func() -> void: is_moving = false)
return true
func _is_blocked(_target: Vector2) -> bool:
# check tilemap or other obstacles
return false
Twin-stick aiming
# In _physics_process or _process
var aim_dir: Vector2
# Mouse aiming (top-down with mouse)
aim_dir = (get_global_mouse_position() - global_position).normalized()
# Right-stick aiming (gamepad)
var stick := Input.get_vector("aim_left", "aim_right", "aim_up", "aim_down")
if stick.length_squared() > 0.04: # deadzone
aim_dir = stick.normalized()
# Apply to weapon / cursor
$WeaponPivot.rotation = aim_dir.angle()
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 · 210 lines · 51 tokens per session scan A 68e07eda7f7e
genre-pack-topdown is a skill published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 51 tokens to every session and 1,677 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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