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-ui-accessibilitygit 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-ui-accessibility)<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.
<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>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 | $0.00056 | $0.00484 |
| Opus 5 | $0.00028 | $0.00242 |
| Sonnet 5 | $0.00011 | $0.00097 |
| Haiku 4.5 | $0.00006 | $0.00048 |
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.
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
- Inspect engine version, target platforms, logical resolution, scale policy, input actions, localization, font pipeline, and existing accessibility settings.
- List screens, HUD information, focus order, modal behavior, devices, and safe-area requirements.
- Identify essential information and provide redundant cues.
- 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
$game-save-n-progressto persist settings and$game-art-2dfor UI asset production.
Implement one complete flow
- Use semantic actions rather than raw device keys.
- Establish initial focus and deterministic navigation.
- Make hover, focus, pressed, disabled, error, and selected states visually distinct.
- Support cancellation and prevent input from leaking through modals.
- Reflow or scale under supported viewport and text settings.
- Announce essential state through more than color or sound alone.
- 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.
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.
- 12d ago First seen · 48 lines · 56 tokens per session scan A 42d40aa16b71
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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