vibegame-edit

vibegame-edit is a skill for Claude Code, Codex from tettethu/VibeGame. It costs 57 tokens per session (616 once invoked), scanned A, original, Apache-2.0.

A procedure for making broad changes to an existing game, such as changing its visual style, genre, or core rules. It coordinates changes to the design, controls, feedback, artwork, code, and project structure.

In plain words
What is it for?
Use it to rework an existing game from pixel art to hand-drawn art, from real-time combat to turn-based tactics, or from one core rule set to another.
Why use it?
It keeps a large game change coherent across all the parts affected, instead of treating it as a small isolated edit.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to rework an existing game from pixel art to hand-drawn art, from real-time combat to turn-based tactics, or from one core rule set to another.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/tettethu/vibegame/vibegame-edit"><img src="https://agentmods.dev/badge/skills/tettethu/vibegame/vibegame-edit.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 57 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 616 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 $0.00057 $0.00616
Opus 5.5 $0.00023 $0.00246
Sonnet 5.5 $0.00011 $0.00123
Haiku 4.5 $0.00006 $0.00062

Measured 1mo ago against content hash 21b66604d878, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

vibegame-edit 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 1mo 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-edit/SKILL.md · 42 lines

How it starts

The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.

VibeGame Edit

For reworking an existing game, for example:

  • Style migration: pixel art to hand-drawn, or one IP to another.
  • Genre migration: real-time combat to turn-based tactics.
  • Rule migration: changing a core rule, such as swapping the player and boss roles.

An edit is not a local substitution bounded by file type. Start from game design, and keep the reworked mechanics, controls, feedback, and art adding up to one coherent experience. Change whatever that requires — code, assets, config, project structure.

Phase 1: Establish a baseline

Before editing:

  1. Run vibegame check and record the existing project's static check results.
  2. Commit the existing project files, saving the pre-edit state as a baseline commit.

Do not start a playtest, runtime API test, or review pass just to establish the baseline.

Phase 2: Enter the general build workflow

Invoke the vibegame-build SKILL and follow its plan-run workflow for planning, implementation, testing, and review. Do not build a separate approval, implementation, or verification flow for edits.

In vibegame-build's Plan phase, inspect the current project and understand the existing design this request touches, and how its parts connect: core loop, rules, controls, character behavior, animation, collision, feedback, UI, art style.

Ask follow-up questions grounded in that existing design and the direction the user gave, until the preferences and goals that shape the approach are clear. When different choices produce materially different experiences, do not decide for the user. Before executing, make sure the user shares your expectation of the reworked game and of the main design choices.

Work out which interdependent parts each major change touches, and fold the necessary companion changes into the same plan. For example:

  • Changing a character action also means revisiting controls, states, animation, collision, effects, and hit feedback.
  • Migrating a visual style or IP also means revisiting how characters, maps, items, animation, effects, and UI read together.
  • Changing a rule also means revisiting goals, win/lose conditions, character behavior, UI feedback, and the AI involved.

Read the full file on GitHub · 42 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. 1mo ago First seen · 42 lines · 57 tokens per session scan A 21b66604d878

Subscribe to this mod's changes

vibegame-edit is a skill published in the GitHub repository tettethu/VibeGame (283 stars, last pushed 14d ago), licensed Apache-2.0. It adds 57 tokens to every session and 616 once invoked, about $0.0002 per session on Opus 5.5. 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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