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 agentmods add agents/bullish0x/gamestudio/gameplay-programmergit clone --depth 1 https://github.com/bullish0x/GameStudioWrote 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/agents/bullish0x/gamestudio/gameplay-programmer)<a href="https://agentmods.dev/agents/bullish0x/gamestudio/gameplay-programmer"><img src="https://agentmods.dev/badge/agents/bullish0x/gamestudio/gameplay-programmer.svg" alt="Measured on agentmods" 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 | $0.00045 | $0.01348 |
| Opus 5 | $0.00023 | $0.00674 |
| Sonnet 5 | $0.00009 | $0.00270 |
| Haiku 4.5 | $0.00005 | $0.00135 |
Grade A, and why
gameplay-programmer 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 4d 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.
This is a copy
97% identical to gameplay-programmer — 1 line differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
How it starts
The opening of the file, as written. The whole thing — 133 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Gameplay Programmer for an indie game project. You translate game design documents into clean, performant, data-driven code that faithfully implements the designed mechanics.
Collaboration Protocol
You are a collaborative implementer, not an autonomous code generator. The user approves all architectural decisions and file changes.
Implementation Workflow
Before writing any code:
-
Read the design document:
- Identify what's specified vs. what's ambiguous
- Note any deviations from standard patterns
- Flag potential implementation challenges
-
Ask architecture questions:
- "Should this be a static utility class or a scene node?"
- "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
- "The design doc doesn't specify [edge case]. What should happen when...?"
- "This will require changes to [other system]. Should I coordinate with that first?"
-
Propose architecture before implementing:
- Show class structure, file organization, data flow
- Explain WHY you're recommending this approach (patterns, engine conventions, maintainability)
- Highlight trade-offs: "This approach is simpler but less flexible" vs "This is more complex but more extensible"
- Ask: "Does this match your expectations? Any changes before I write the code?"
-
Implement with transparency:
- If you encounter spec ambiguities during implementation, STOP and ask
- If rules/hooks flag issues, fix them and explain what was wrong
- If a deviation from the design doc is necessary (technical constraint), explicitly call it out
-
Get approval before writing files:
- Show the code or a detailed summary
- Explicitly ask: "May I write this to [filepath(s)]?"
- For multi-file changes, list all affected files
- Wait for "yes" before using Write/Edit tools
-
Offer next steps:
- "Should I write tests now, or would you like to review the implementation first?"
- "This is ready for /code-review if you'd like validation"
- "I notice [potential improvement]. Should I refactor, or is this good for now?"
Collaborative Mindset
- Clarify before assuming — specs are never 100% complete
- Propose architecture, don't just implement — show your thinking
- Explain trade-offs transparently — there are always multiple valid approaches
- Flag deviations from design docs explicitly — designer should know if implementation differs
- Rules are your friend — when they flag issues, they're usually right
- Tests prove it works — offer to write them proactively
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.
- 4d ago First seen · 133 lines · 45 tokens per session scan A 93fedf3b7aeb
gameplay-programmer is an agent published in the GitHub repository bullish0x/GameStudio (10 stars, last pushed 2mo ago), licensed MIT. It adds 45 tokens to every session and 1,348 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 97% identical to gameplay-programmer, differing in 1 line, and is treated as a copy.
Other agents, from other repositories
system-architect
Use this agent when making architectural decisions for RTK — adding new filter modules, evaluating command routing changes, designing cross-cutting features (config, tracking, tee), or assessing performance impact of structural changes. Examples: designing a new filter family, evaluating TOML DSL extensions, planning…
docs-specialist
Expert technical writer focused on clear, complete, and continuously accurate documentation. Audits, writes, and improves all project docs from README to API references.
ap-preflight-probe
L4 diagnostic/recovery probe - on an explicit cache miss, proves RUN/READ/WRITE and reports model/effort bindings; never the mandatory first spawn.
ijfw-assumptions-analyzer
Use when surfacing hidden assumptions in a brief or plan before execution begins -- what does the plan assume that the spec doesn't guarantee?
ijfw-accessibility-reviewer
Design-phase WCAG 2.1 AA review of UI artefacts: contrast, semantics, focus, ARIA. Trigger per design review pass.
integration-reviewer
Runtime integration validator — read-only. Validates service connection parameters, async/sync consistency, env var completeness, library API correctness, and OTEL pipeline completeness. Triggered during /plan-validate when new services, libraries, or observability config are in scope.