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 tettethu/VibeGame --skill self-evolvegit clone --depth 1 https://github.com/tettethu/VibeGameWrote 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/tettethu/vibegame/self-evolve)<a href="https://agentmods.dev/skills/tettethu/vibegame/self-evolve"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/self-evolve.svg" alt="Measured on agentmods" height="20"></a>- NVIDIA SkillSpector warn
SkillSpector: 8 findings, up to high
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 →
- high Rogue Agent · line 2 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 12 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 26 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 35 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 263 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 301 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 358 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
- high Rogue Agent · line 6 Skill modifies its own code, configuration, or behavior at runtime. Self-modification enables an agent to escalate privileges, disable safety constraints, or install persistent backdoors.Fix: Prevent the skill from modifying its own code, SKILL.md, or configuration files. Treat skill files as read-only at runtime.
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 | $0.00050 | $0.06069 |
| Opus 5 | $0.00025 | $0.03034 |
| Sonnet 5 | $0.00010 | $0.01214 |
| Haiku 4.5 | $0.00005 | $0.00607 |
Grade A, and why
self-evolve 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.
How it starts
The opening of the file, as written. The whole thing — 383 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Self-Evolve
Run at the end of a project to promote what worked in this project into framework-level priors. Future projects then start ahead because vibegame init ships the priors.
Workflow
The orchestrator coordinates this workflow and owns code and architecture outputs (modules, skeletons, and contracts excluding the Artist chapter). Skeleton-specific errors belong inside the matching skeleton. Art-recipe distillation belongs to artist via the artist-self-evolve skill — dispatch it in parallel.
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Self Check. Before promoting or syncing a skeleton, audit the finished project itself. The project will become a future starting point, so fix these issues in the project before opening a task to convert it into
skeletons/<slug>/:- Engine-owned runtime facts stay engine-owned. Anything the engine can express — especially visual
scale,width/height,offset,pivot,depth, colliderwidth/height, collideroffset, colliderpivot, scroll factor, animation clip timing, and similar runtime visual / collision behavior — must be declared in scene JSON, node JSON, manifest metadata, or config that the engine reads. Do not bypass the engine by setting visual scale / offset / pivot or collider scale / offset / pivot imperatively in scripts when an engine parameter exists. - No unexplained hard-coded numbers. Gameplay, physics, visual sizing, hitbox dimensions, spawn timing, camera bounds, UI placement, and animation timing must come from scene JSON, node JSON, manifest metadata, or config. Numeric constants in scripts are allowed only for local math identities or tiny implementation defaults that are not game tuning; otherwise move them to config before evolve.
- Single-node config stays inline. If a config value only applies to one node instance, put it in that node's inline
configin the scene / node JSON. Createconfig/*.jsononly for shared tuning used by multiple nodes, reusable rosters/tables, large state machines, or values intentionally edited as a named subsystem.
- Engine-owned runtime facts stay engine-owned. Anything the engine can express — especially visual
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 · 383 lines · 50 tokens per session scan A 9715c7dc1b5f
self-evolve is a skill published in the GitHub repository tettethu/VibeGame (212 stars, last pushed 9d ago), licensed Apache-2.0. It adds 50 tokens to every session and 6,069 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 2026-08-30.
Other skills, from other repositories
design-npc
Use when the user wants to design an enemy, NPC, boss, companion, civilian, or wave-spawned mob's behavior. Walks perception, personality knobs, intent layer, action state machine, telegraphs, defeat handling, and group emergence — outputs a state-machine GDScript stub plus the recommended node tree. Trigger on…
fps-controller
Use when building an FPS, first-person movement, or a 3D character that walks, jumps, and reacts to external forces — production-quality first-person controller with WASD, mouse look, jump, coyote time, jump buffering, air control, and external-velocity handling. Trigger on "FPS", "first-person", "WASD", "character…
game-feel
Use when a Summer game "feels flat", "lacks impact", "needs juice", or "needs punch", or the user asks for hit feedback, screen shake, camera shake, audio ducking, or general game feel. Walks through Summer Engine's hit-flash, trauma camera shake, and audio-ducking stack, wired so one hit fires all three. Trigger on…
fire
Use when authoring a fire visual effect — animated flames built with a particle shader, GPUParticles3D, and a noise-based color ramp. Trigger on "torch", "campfire", "bonfire", "flame", "fire effect", "burning", "make this thing on fire", "candle".
headless-scripting
Use when a Summer project needs an operation no MCP tool exposes, such as baking a navmesh, generating collision shapes, authoring an Animation, building a TileSet, re-importing assets after file changes, or preparing a supported local export. Runs a GDScript file against Summer Engine from the shell. Also use when a…
sprite-sheet
Use when generating animated 2D character sprites laid out as a sprite sheet (grid of frames) — walk cycle, attack frames, idle bob, death sequence. Wires into AnimatedSprite2D / SpriteFrames. Trigger on "sprite sheet", "walk cycle", "attack frames", "animated sprite", "frame-by-frame animation", "2D character…