vibegame-build

vibegame-build is a skill for Claude Code, Codex from tettethu/VibeGame. It costs 42 tokens per session (2,023 once invoked), scanned A, original, Apache-2.0.

A staged workflow for creating or improving a game, with planning, implementation, and review gates. It uses delegated AI teammates while a lead agent coordinates the work.

In plain words
What is it for?
Use it to start a game project, extend an existing game, inspect the code and design documents, delegate development stages, and supervise progress.
Why use it?
Game projects involve many connected decisions and can drift away from the original goal. The workflow keeps requirements, architecture, execution, and review aligned.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: mentions subagents; mentions Claude Code; mentions Codex.

Good fit Use it to start a game project, extend an existing game, inspect the code and design documents, delegate development stages, and supervise progress.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/tettethu/vibegame/vibegame-build
Install

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.

Any agent
npx skills add tettethu/VibeGame --skill vibegame-build
Clone the repo
git clone --depth 1 https://github.com/tettethu/VibeGame

Made for: Claude Code, Codex.

Wrote 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.

agentmods badge for vibegame-build

README.md
[![agentmods](https://agentmods.dev/badge/skills/tettethu/vibegame/vibegame-build/github.svg)](https://agentmods.dev/skills/tettethu/vibegame/vibegame-build)
Your own site
<a href="https://agentmods.dev/skills/tettethu/vibegame/vibegame-build"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/vibegame-build/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.

agentmods 80×15 button for vibegame-build

Your own site · 80×15
<a href="https://agentmods.dev/skills/tettethu/vibegame/vibegame-build"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/vibegame-build.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,023 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
Origin original No closer match found in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00042 $0.02023
Opus 5 $0.00021 $0.01012
Sonnet 5 $0.00008 $0.00405
Haiku 4.5 $0.00004 $0.00202

Measured 13d ago against content hash ea40bc95e474, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

vibegame-build 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 13d 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.

src/skills/vibegame-build/SKILL.md · 107 lines

How it starts

The opening of the file, as written. The whole thing — 107 lines — stays where its author put it; the contents beside it link to each section on GitHub.

VibeGame Build

This is a long-running delegation workflow. The lead sets a multi-stage implementation plan (potentially hours of work), delegates to teammates, and supervises execution. The lead does not implement directly — only tiny local edits qualify as self-service.

Core lead responsibilities in this mode:

  • Understand: rebuild context from code, specs, and live verification
  • Architect: design the multi-stage plan before any execution
  • Supervise: delegate, track progress, and course-correct through teammates

Phase 1: Plan

Clarify the goal until it is concrete and actionable. Do not proceed to execution or use create_goal tool until the goal is aligned.

.vibegame/goal.md ## User Input holds the user's verbatim request, written there by a hook when this build was invoked. Confirm it is non-empty before anything else; if empty, paste the user's original words in yourself, unedited. GDD, prd.md and the final review all answer to it.

  1. Use at most 3 Task-tool subagents (Claude Code Explore / Codex equivalent — NOT teammates spawned via vibegame lead) to inspect three discovery surfaces in parallel:
    • Current codebase — existing files, patterns, specs, implementation status.
    • modules/index.md — catalog of installed *Module.js Node scripts (one-line description + interface per module). Anything you can wire in directly via script: "XxxModule" or extend by subclassing is work the team does not have to redo.
    • skeletons/index.md — catalog of available sub-genre skeletons. For any slug whose row matches the request, open skeletons/<slug>/index.md and summarize what scripts/, entities/, and scenes/ could be cherry-picked into the new project. Treat the skeleton as a head start, not a constraint.
  2. If gameplay mechanics are involved (movement, combat, enemies, bosses, HUD, hit feedback, death, pacing — basically anything beyond a static viewer), commission designer to fill the design-layer gaps before decomposing tasks and update GDD.md for user to review.
    • Whenever GDD changes — designer's handoff or your own edit — check it against the verbatim request before moving on:
      cat .vibegame/goal.md .vibegame/GDD.md > /tmp/gdd-fidelity.md
      vibegame vlm -t /tmp/gdd-fidelity.md -s "You compare a game design document against the user's verbatim request. List every requirement the GDD omits, weakens, or contradicts. Quote both sides. If none, reply exactly: NO DEVIATION."
      
    • Anything but NO DEVIATION goes back to designer with the quoted lines. This check is mandatory; your own read of the GDD does not replace it — you wrote the brief it was derived from.
  3. If visual elements are involved:
    • If user does not provide concept/reference image, commission artist to produce a project reference image (see artist.md → "Reference image"): a restrained single image showing the actual in-game look from the GDD (not concept art / mood board / poster), containing only the key elements that belong in the same real gameplay view. Later asset tasks use this image as the reference so generated player, enemy, UI, prop, and scene assets match the approved elements.
    • The reference image may contradict or extend the GDD. The lead owns the design decision and must unify them before execution: either ask artist to redraw the reference to match the GDD, or update the GDD to explicitly accept UI / HUD / layout / prop choices introduced by the reference image.
    • Use this reference image to validate visual direction with the user. Iterate until approved.
    • DO NOT specify frame counts or animation details - that is artist's responsibility
  4. Break the goal into macro stages. Each stage should have:
    • The project state reached when the stage completes
    • How that stage outcome can be tested
    • Which earlier stages must finish first
    • Tasks that can launch together once the stage is ready
  5. Within each stage, choose independent tasks that can run in parallel. For each task:
    • Single bounded deliverable with clear ownership
    • Clear acceptance criteria
    • No hidden dependency on another task in the same stage
    • If proposed sibling tasks share an unstable core interface, state model, scene structure, or core files, merge them into one task
  6. Fill in .vibegame/goal.md: ## Task Breakdown (stage plan and tasks) and ## Done When (goal-specific, checkable outcomes — not "the game runs"). Never edit ## User Input; when the user overrides an earlier requirement, express it in ## Done When.
  7. Give the files for user to review. Wait for explicit user approval before execution. The user may direct you to merge / split / drop tasks at this stage — accept their direction. Task scope is the user's decision, not yours.

Read the full file on GitHub · 107 lines

Changes

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.

  1. 13d ago First seen · 107 lines · 42 tokens per session scan A ea40bc95e474

Subscribe to this mod's changes

vibegame-build is a skill published in the GitHub repository tettethu/VibeGame (230 stars, last pushed yesterday), licensed Apache-2.0. It adds 42 tokens to every session and 2,023 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 2026-08-30.

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