Show HN: Continue? Y/N: A 60-second game about AI agent permission fatigue

Overall Reaction to the Game

  • Many found it fun, clever, and a good way to surface their own security habits.
  • Several players reported “security-conscious” scores by reflexively denying most or all requests, noting this mirrors real-life “default deny” thinking.
  • Others pointed out you can initially “cheat” by denying everything and still get a good title, which the author later adjusted.
  • Some users hit very high scores and compared the experience to games like “Papers, Please.”

Critique of Current AI Agent Permission Models

  • Strong consensus that per-command prompts quickly create permission fatigue and become meaningless.
  • Some argue this model is “bonkers”: agents can edit code or config to make later approved commands dangerous, making prompts feel like security theater.
  • Several note that “human in the loop” fails if the loop is spammed with low-signal prompts.

Threat Models, Sandboxing, and YOLO Usage

  • A visible camp runs agents with --dangerously-skip-permissions in sandboxes, containers, VMs, or separate users, arguing productivity > risk.
  • Others warn this invites eventual compromise, especially via supply-chain or prompt-injection based exfiltration.
  • Debate over what counts as “dangerous”:
    • Some see commands like npm run build, git reset --soft HEAD~1, or kill $(lsof -t -i:3000) as inherently risky.
    • Others see them as reversible or routine, if run in a well-isolated environment.

Secrets and Filesystem Access

  • Game flags reading ~/.zshrc and ~/Documents as risky; some agree, noting many people keep secrets or tokens there.
  • Others insist secrets should never live in shell RC files, describing alternatives: password managers, encrypted files, OS keychains, project-specific secret stores.
  • Several highlight that even if they don’t store secrets there, the game is modeling common, not ideal, practices.

Suggestions for Better Models & Game Design

  • Proposed alternatives:
    • OS-level sandboxing with fine-grained, behavior-based prompts (“this command tried to read Chrome cookies”).
    • Task-based or plan-level authorization instead of per-command approvals.
    • Durable workflows with easy “rewind” rather than trusting models to never misbehave.
  • Game feedback:
    • Some say it’s too JavaScript/npm-centric and context-switchy.
    • Requests for richer post-game breakdowns of mistakes and more realistic “packs” of related actions.