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/init-templatenpx skills add striderZA/OpenCodeGameStudios --skill init-templategit 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/init-template)<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/init-template"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/init-template.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 | $0.00033 | $0.01169 |
| Opus 5 | $0.00016 | $0.00584 |
| Sonnet 5 | $0.00007 | $0.00234 |
| Haiku 4.5 | $0.00003 | $0.00117 |
Grade C, and why
init-template scanned grade C with 1 finding 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.
Recursive force deletehighDestructive command
rm -rf with a variable or a broad path is one typo away from removing the wrong tree.
- Clear `design/` contents only if empty of user files: `if ls design/*.md >/dev/null 2>&1; then echo "WARNING: design/ has content, skipping"; else rm -rf design/*; fi` How it starts
The opening of the file, as written. The whole thing — 124 lines — stays where its author put it; the contents beside it link to each section on GitHub.
When this skill is invoked:
Phase 1: Parse Arguments
Check if CLI arguments were passed (from argument-hint):
--name "My Game"→ sets game name (skips the name question below)--engine godot|unity|unreal→ sets engine (skips engine question)--reset-git→ automatically offers git reset (skips the prompt)
If --name and --engine are both provided, skip the interactive prompt entirely and proceed to Phase 2 using the provided values.
Otherwise, use question to gather missing details:
Tab 1: Project Identity
- What is your game's name? (e.g., "My Game")
- What is your game's one-line description? (e.g., "A 2D platformer about a cat in space")
Tab 2: Engine & Genre
- Which engine are you using? (godot / unity / unreal)
- What genre best describes your game? (e.g., platformer, RPG, puzzle, FPS, strategy)
Tab 3: Team
- Team size (solo / small 2-5 / medium 6-15 / large 16+)
- Preferred model tier (default / workhorse / lightweight) — refer to the README's Model Mapping section for options
Phase 2: Replace README.md
Write a fresh README.md to the project root. Use a template structure like:
# [Game Name]
> [One-line description]
Built with [Engine] using [OpenCode Game Studios](https://github.com/striderZA/OpenCodeGameStudios).
## Quick Start
```bash
opencode
Type /start for onboarding, or browse all skills with /.
Project Structure
/
├── src/ # Game source code
├── assets/ # Game assets (art, audio, vfx)
├── design/ # Game design documents
├── docs/ # Technical documentation
└── production/ # Sprint plans, session logs
License
[Choose a license]
Replace `[Game Name]`, `[One-line description]`, and `[Engine]` with the user's answers from Phase 1.
## Phase 3: Update AGENTS.md
Read AGENTS.md and update:
- Set the engine to the user's choice by changing the `## Technology Stack` section
- Update the model assignment: replace the model table with the user's preference (default/workhorse/lightweight), mapping to their engine's specialist agents
- Remove or update any project-specific settings
- If AGENTS.md is missing or malformed, warn and skip this phase
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 · 124 lines · 33 tokens per session scan C ee1e0a828f94
init-template is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (84 stars, last pushed 24d ago), licensed MIT. It adds 33 tokens to every session and 1,169 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it C with 1 finding (recursive force delete). 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.