game-ui-accessibility

game-ui-accessibility is a skill for Codex from woliveiras/geremmyas. It costs 56 tokens per session (484 once invoked), scanned A, original, MIT.

A guide for making 2D game interfaces readable and usable across screens and input devices. It covers HUDs, menus, labels, focus, touch, localization, contrast, captions, and reduced motion.

In plain words
What is it for?
Use it to build accessible HUDs and menus, define focus order, handle modals, support safe areas and aspect ratios, distinguish interface states, and reduce visual effects.
Why use it?
It helps players understand and operate interfaces despite different displays, languages, controls, text sizes, or accessibility needs.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: $skill-name invocation.

Good fit Use it to build accessible HUDs and menus, define focus order, handle modals, support safe areas and aspect ratios, distinguish interface states, and reduce visual effects.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/woliveiras/geremmyas/game-ui-accessibility
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 woliveiras/geremmyas --skill game-ui-accessibility
Clone the repo
git clone --depth 1 https://github.com/woliveiras/geremmyas

Made for: 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 game-ui-accessibility

README.md
[![agentmods](https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-ui-accessibility/github.svg)](https://agentmods.dev/skills/woliveiras/geremmyas/game-ui-accessibility)
Your own site
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-ui-accessibility"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-ui-accessibility/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 game-ui-accessibility

Your own site · 80×15
<a href="https://agentmods.dev/skills/woliveiras/geremmyas/game-ui-accessibility"><img src="https://agentmods.dev/badge/skills/woliveiras/geremmyas/game-ui-accessibility.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 56 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 484 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.
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 $0.00056 $0.00484
Opus 5 $0.00028 $0.00242
Sonnet 5 $0.00011 $0.00097
Haiku 4.5 $0.00006 $0.00048

Measured 12d ago against content hash 42d40aa16b71, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-ui-accessibility 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 12d 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.

content/skills/game-ui-accessibility/SKILL.md · 48 lines

How it starts

The opening of the file, as written. The whole thing — 48 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game UI Accessibility

Build interfaces that remain readable, operable, and understandable across supported displays and input methods.

Establish the interface contract

  1. Inspect engine version, target platforms, logical resolution, scale policy, input actions, localization, font pipeline, and existing accessibility settings.
  2. List screens, HUD information, focus order, modal behavior, devices, and safe-area requirements.
  3. Identify essential information and provide redundant cues.
  4. Define supported text scale, languages, aspect ratios, and reduced-effect settings.

Load references

  • Read accessible-ui.md for layout, navigation, text, feedback, settings, and verification.
  • For Phaser, also read phaser.md.
  • For Godot, also read godot.md.
  • Use $game-save-n-progress to persist settings and $game-art-2d for UI asset production.

Implement one complete flow

  1. Use semantic actions rather than raw device keys.
  2. Establish initial focus and deterministic navigation.
  3. Make hover, focus, pressed, disabled, error, and selected states visually distinct.
  4. Support cancellation and prevent input from leaking through modals.
  5. Reflow or scale under supported viewport and text settings.
  6. Announce essential state through more than color or sound alone.
  7. Restore focus after closing overlays.

Verify

  • Complete the flow using keyboard, controller, pointer, and touch as supported.
  • Test localization expansion, missing glyphs, text scale, narrow and wide screens, safe areas, and paused gameplay.
  • Check contrast, flashing, shake, captions, and remapping.
  • Use human accessibility review for claims automation cannot establish.

Guardrails

  • Do not reuse gameplay actions for UI focus navigation when the engine reserves UI actions.
  • Do not indicate state with color alone.
  • Do not trap focus or leave it on hidden controls.
  • Do not bake essential text into raster assets.
  • Do not make reduced motion remove essential timing information without an alternative.

Read the full file on GitHub · 48 lines

Files

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.

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. 12d ago First seen · 48 lines · 56 tokens per session scan A 42d40aa16b71

Subscribe to this mod's changes

game-ui-accessibility is a skill published in the GitHub repository woliveiras/geremmyas (10 stars, last pushed 1mo ago), licensed MIT. It adds 56 tokens to every session and 484 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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