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/striderza/opencodegamestudios/helpnpx skills add striderZA/OpenCodeGameStudios --skill helpgit clone --depth 1 https://github.com/striderZA/OpenCodeGameStudiosWrote 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/striderza/opencodegamestudios/help)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/help"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/help.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 | $0.00045 | $0.02284 |
| Opus 5 | $0.00023 | $0.01142 |
| Sonnet 5 | $0.00009 | $0.00457 |
| Haiku 4.5 | $0.00005 | $0.00228 |
Grade A, and why
help 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 — 258 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Studio Help — What Do I Do Next?
This skill is read-only — it reports findings but writes no files.
This skill figures out exactly where you are in the game development pipeline and
tells you what comes next. It is lightweight — not a full audit. For a full
gap analysis, use /project-stage-detect.
Step 1: Read the Catalog
Read docs/framework/workflow-catalog.yaml. This is the authoritative list of all
phases, their steps (in order), whether each step is required or optional, and
the artifact globs that indicate completion.
Step 1b: Find Skills Not in the Catalog
After reading the catalog, Glob .agents/skills/*/SKILL.md to get the full list
of installed skills. For each file, extract the name: field from its frontmatter.
Compare against the command: values in the catalog. Any skill whose name does
not appear as a catalog command is an uncataloged skill — still usable but not
part of the phase-gated workflow.
Collect these for the output in Step 7 — show them as a footer block:
### Also installed (not in workflow)
- `/skill-name` — [description from SKILL.md frontmatter]
- `/skill-name` — [description]
Only show this block if at least one uncataloged skill exists. Limit to the 10 most relevant based on the user's current phase (QA skills in production, team skills in production/polish, etc.).
Step 2: Determine Current Phase
Check in this order:
-
Read
production/stage.txt— if it exists and has content, this is the authoritative phase name. Map it to a catalog phase key:- "Concept" →
concept - "Systems Design" →
systems-design - "Technical Setup" →
technical-setup - "Pre-Production" →
pre-production - "Production" →
production - "Polish" →
polish - "Release" →
release - "exploration" →
exploration(pre-workflow, not in catalog)
- "Concept" →
-
If stage.txt is missing, infer phase from artifacts (most-advanced match wins):
src/has 10+ source files →productionproduction/stories/*.mdexists →pre-productiondocs/architecture/adr-*.mdexists →technical-setupdesign/gdd/systems-index.mdexists →systems-designdesign/gdd/game-concept.mdexists →conceptprototypes/explore/*/REPORT.mdexists →exploration(pre-workflow, no concept yet)prototypes/explore/directory exists (any files) →exploration- Nothing →
concept(fresh project)
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 · 258 lines · 45 tokens per session scan A 45cff8ba2306
help is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (83 stars, last pushed 24d ago), licensed MIT. It adds 45 tokens to every session and 2,284 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 2026-09-03.
Other skills, from other repositories
generated-raster-asset-pipeline
Define acceptance, validation, and runtime integration rules for raster assets generated with image models before they become real project content.
lighting-lod-pipeline
Define lighting policy, light budgets, LOD chains, and culling rules so 3D scenes look intentional and hit frame budgets.
2d-animation-pipeline
Define authoring, import, and state machine rules for frame-by-frame and skeletal 2D animations.
sprite-pipeline
Define import, slicing, atlas packing, and naming rules for 2D sprite assets.
ui-animation-pipeline
Define transition, feedback, and state-driven animation rules for UI elements.
tilemap-pipeline
Define tileset creation, auto-tile rules, collision shapes, and tilemap configuration for 2D levels.