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 vibegame-editgit 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/vibegame-edit)<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.
<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>- NVIDIA SkillSpector pass
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 | $0.00057 | $0.00616 |
| Opus 5.5 | $0.00023 | $0.00246 |
| Sonnet 5.5 | $0.00011 | $0.00123 |
| Haiku 4.5 | $0.00006 | $0.00062 |
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.
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:
- Run
vibegame checkand record the existing project's static check results. - 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.
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.
- 1mo ago First seen · 42 lines · 57 tokens per session scan A 21b66604d878
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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