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-testing-2dgit 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-testing-2d)<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-testing-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-testing-2d/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-testing-2d"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-testing-2d.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 | $0.00051 | $0.00469 |
| Opus 5 | $0.00026 | $0.00234 |
| Sonnet 5 | $0.00010 | $0.00094 |
| Haiku 4.5 | $0.00005 | $0.00047 |
Grade A, and why
game-testing-2d 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 — 47 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Testing 2D
Test authoritative rules at the narrowest deterministic boundary, then add engine and runtime evidence where integration matters.
Start from the failure surface
- Read repository instructions, the behavior contract, and current tests.
- Detect engine version, language, runner, physics backend, target platforms, and CI limitations.
- Reproduce the behavior before changing production code when diagnosing a bug.
- Classify the needed evidence: pure rule, engine integration, rendered output, exported build, or human play.
Load references
- Read testing-strategy.md for test layers, deterministic harnesses, replays, maps, and visual checks.
- For Phaser, also read phaser.md.
- For Godot, also read godot.md.
- Combine with
$gameplay-programming-2dfor behavior ownership and$game-build-and-releasefor artifact smoke tests.
Build the smallest reliable test
- Control time, random seeds, inputs, and initial state.
- Assert externally meaningful state instead of incidental implementation details.
- Step simulation explicitly when possible.
- Add engine objects only when the contract crosses an engine boundary.
- Make failures explain the frame, seed, entity, state, and expected invariant.
- Preserve a minimal regression case for every fixed bug.
Verify and report
- Run the focused test and nearest practical suite fresh.
- Repeat suspected flaky tests with controlled seeds and environment.
- Verify exports separately from editor or development mode.
- State what automation proved and what still requires visual, audio, controller, performance, or playtesting judgment.
Guardrails
- Do not use arbitrary sleeps as synchronization.
- Do not call a test deterministic while uncontrolled global time or randomness remains.
- Do not replace gameplay assertions with snapshots alone.
- Do not infer an exported build works because unit tests passed.
- Do not modify a correct test merely to accommodate broken behavior.
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 · 47 lines · 51 tokens per session scan A 42b185d2008a
game-testing-2d is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 51 tokens to every session and 469 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.
Other skills, from other repositories
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threejs-qa-release
Verify and release Three.js browser games: playtest QA, automated bot playtests, mobile and responsive checks, production builds, static-hosting base paths, debug gating, bundle review, screenshots, visual regression baselines, canvas-pixel inspection with measured metrics, and release risk reports.
godot-e2e
Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: Test actual gameplay: player movement…
test-playable-web-games
Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.
visual-qa
Inspect Godot screenshots or short frame sequences for acceptance issues. Use after capturing a scene, when checking camera framing, missing assets, UI overlap, collision visualization, animation, or a black/empty viewport.
pie-testing
Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. Use when the user asks you to "play", "test", "run", "PIE", "start/stop the game", or otherwise needs a live game world to validate changes.