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 SummerEngine/summer-engine-agent --skill brainstorm-gamegit clone --depth 1 https://github.com/SummerEngine/summer-engine-agentWrote 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/summerengine/summer-engine-agent/brainstorm-game)<a href="https://agentmods.dev/skills/summerengine/summer-engine-agent/brainstorm-game"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/brainstorm-game/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/summerengine/summer-engine-agent/brainstorm-game"><img src="https://agentmods.dev/badge/skills/summerengine/summer-engine-agent/brainstorm-game.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 1 finding, up to medium
These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →
- medium Excessive Agency · line 192 Skill enables autonomous high-impact decisions without human-in-the-loop verification. Critical operations (destructive commands, financial transactions, data deletion) should require explicit user confirmation.Fix: Add human-in-the-loop confirmation for destructive, irreversible, or high-impact operations. Never auto-execute commands that modify files, send data, or alter system state.
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 | $0.00095 | $0.02416 |
| Opus 5 | $0.00048 | $0.01208 |
| Sonnet 5 | $0.00019 | $0.00483 |
| Haiku 4.5 | $0.00010 | $0.00242 |
Grade A, and why
brainstorm-game 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 9d 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- brainstorm-game — 86% identical, 44 lines differ
How it starts
The opening of the file, as written. The whole thing — 209 lines — stays where its author put it; the contents beside it link to each section on GitHub.
/brainstorm-game — Decide What Game to Build
Overview
Most game projects fail because they were never scoped. This skill turns "I want to make a game" into a 1-page brief that names the pitch, the core loop, three mechanics max, the art direction, and the scope (jam / vertical slice / full game). The brief lands at .summer/GameSoul.md — the file Summer's onboarding pipeline and every future summer: skill reads on first turn.
Core principle: Constrain ruthlessly. A buildable bad idea beats an un-buildable great idea. Three mechanics, one art direction, one scope. Anything else gets parked in a "Later" list.
Steps
1. Open with the one question
Ask exactly this and wait:
One sentence — what kind of game do you want to make?
Don't pre-pitch genres. Don't list options. Read what they say. The first sentence is signal.
If they freeze ("I don't know"), offer 4 reference points only:
No worries. Pick the one that pulls you most: a) something cozy and exploratory (Stardew, A Short Hike), b) something tight and skill-based (Celeste, Hades), c) something story-led (Disco Elysium, Citizen Sleeper), d) something silly and short (Goat Sim, Untitled Goose). Or describe a different vibe.
2. Branch on genre signal
Read their answer for a genre anchor and pick one branch. Don't ask multiple questions in parallel.
| Anchor word(s) | Branch |
|---|---|
| "shooter", "FPS", "TPS", "combat" | Action-Combat branch |
| "platformer", "metroidvania", "souls-like" | Skill-Platforming branch |
| "RPG", "story", "narrative", "dialogue" | Narrative branch |
| "roguelike", "deckbuilder", "auto-battler" | Run-Based branch |
| "sim", "cozy", "farming", "city-builder" | Sim branch |
| "puzzle", "physics", "sandbox" | Puzzle branch |
| "horror", "atmospheric" | Horror branch |
| "multiplayer", "PvP", "co-op" | Multiplayer branch (forces the multiplayer-or-not call before scope) |
If unclear, ask the smallest disambiguating question:
Tighter on this — is it more "tense and dangerous" or "calm and exploratory"?
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.
- 9d ago First seen · 209 lines · 95 tokens per session scan A fe1573720980
brainstorm-game is a skill published in the GitHub repository SummerEngine/summer-engine-agent (59 stars, last pushed today), licensed MIT. It adds 95 tokens to every session and 2,416 once invoked, about $0.0005 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
self-evolve
Capture reusable patterns from a finished project and lift them into framework-level priors (contracts, modules, skeletons) that future projects inherit. Run only when the user explicitly requests self-evolution; the orchestrator executes the workflow.
artist-self-evolve
Distill stable art-generation patterns from a completed project, so future projects produce comparable assets without re-discovering the prompts. Lead-dispatched only — orchestrator invokes this skill from its self-evolve flow with a game-slug message; do not self-trigger.
vibegame-build
Run VibeGame's standard end-to-end game development workflow with reviewer gates. Use when the user wants to create a game from zero or evolve an existing game across multiple stages.
vibegame-start
Resume a VibeGame orchestrator session after vibegame start. Use at the beginning of a Claude or Codex session to inspect team runtime state, repair missing persistent members, load goal and GDD context, inspect tasks, and ask the user what to do next.
vibegame-edit
Iterate broadly on an existing game, on top of vibegame-build. Use when the user asks to change an existing game's art style, genre, or core rules. Not for local tuning such as numbers or game feel. Orchestrator only.
hearth-feel
Make a Hearth game feel good, not just run — the juice stack (hit-stop, screen shake, flash, particle bursts, layered sound), tween easing, camera effects, anticipation/recovery animation idioms, game-UX conventions (menus, pause, onboarding, difficulty, save etiquette), effect-asserting playtests, and the quality bar…