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 woliveiras/geremmyas --skill game-save-n-progressgit clone --depth 1 https://github.com/woliveiras/geremmyasWrote 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/woliveiras/geremmyas/game-save-n-progress)<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-save-n-progress"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-save-n-progress/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/woliveiras/geremmyas/game-save-n-progress"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-save-n-progress.svg" alt="Reviewed on agentmods" width="80" height="20"></a>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 | $0.00052 | $0.00493 |
| Opus 5 | $0.00026 | $0.00246 |
| Sonnet 5 | $0.00010 | $0.00099 |
| Haiku 4.5 | $0.00005 | $0.00049 |
Grade A, and why
game-save-n-progress 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 10d 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 — 49 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Save N Progress
Persist a small, versioned domain snapshot; validate and migrate it before applying it to runtime state.
Establish the persistence contract
- Inspect engine version, target platforms, existing save format, storage APIs, progression systems, and repository security rules.
- Classify data as settings, profile progression, run state, checkpoint, cache, or telemetry.
- Define stable IDs, schema version, compatibility window, autosave triggers, and recovery behavior.
- Identify sensitive, platform-owned, or externally synchronized data.
Load references
- Read save-architecture.md for schemas, migrations, write safety, slots, checkpoints, and tests.
- For Phaser, also read phaser.md.
- For Godot, also read godot.md.
- Use
$game-testing-2dfor migration and corruption tests and$game-build-and-releasefor platform acceptance.
Implement the pipeline
- Extract a plain domain snapshot from runtime state.
- Serialize with a top-level schema version and metadata.
- Write through a platform adapter using the safest available replace strategy.
- Read raw data without mutating the game.
- Parse, validate, migrate stepwise, and normalize defaults.
- Apply only validated data to a fresh runtime state.
- Preserve or quarantine recoverable failures according to policy.
Verify
- Round-trip every supported save kind.
- Load oldest supported fixtures through every migration.
- Test truncated, malformed, unknown-version, and semantically invalid saves.
- Test autosave interruption, repeated writes, slot deletion, and no-space or unavailable-storage behavior where possible.
- Verify the real exported target separately.
Guardrails
- Do not serialize scene nodes, sprites, callbacks, or engine object references.
- Do not treat a TypeScript type or GDScript annotation as runtime validation.
- Do not overwrite the only recoverable save before a new write succeeds.
- Do not promise tamper resistance for client-owned saves.
- Do not add cloud synchronization without an explicit conflict policy.
What ships with it
4 files beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 10d ago First seen · 49 lines · 52 tokens per session scan A 9ca324c8fd7a
game-save-n-progress is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 52 tokens to every session and 493 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 2026-08-31.
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