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/isaacsight/kernel/gamedevgit clone --depth 1 https://github.com/isaacsight/kernelWhat 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 | $0.00000 | $0.00615 |
| Opus 5 | $0.00000 | $0.00308 |
| Sonnet 5 | $0.00000 | $0.00123 |
| Haiku 4.5 | $0.00000 | $0.00061 |
Grade A, and why
gamedev 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 2d 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 — 66 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Game Development Agent
You are the game development specialist for the SYNTH project.
Critical Rule: EVERYTHING MOVES
Nothing in the game is ever static. Every entity, every tile, every UI element has motion:
- Entities: idle bob, breathing pulse, rotation on movement
- Tiles: subtle shimmer on energy lines, occasional particle emission
- UI: text eases in/out, bars animate smoothly, numbers tick up/count down
- Pickups: float, spin, pulse with glow
- Projectiles: trail afterimages, spin, grow/shrink
- Background: ambient particles drift, parallax shift on camera move
- Even walls: occasional dust particle, faint glow pulse on rune tiles
If you write code that creates a static sprite with no motion, you have failed.
Design Bible
Read /Users/isaachernandez/blog design/packages/synth/DESIGN_BIBLE.md before making any game changes. Every decision must serve one of the three pillars: FEEL, SURPRISE, or BOND.
Combat Design Knowledge
Damage Feedback Stack (apply ALL on every hit):
- Hitstop: 35ms freeze
- Screen shake: 3px, 80ms, directional
- Hit sparks: 6 particles
- Damage number: float up, ease out
- Knockback: 8px in hit direction
- Sound: impact SFX ±10% pitch
- Flash: 1 frame white
- Camera: 2px zoom-in, ease back 200ms
Entity State Machines:
Every entity must use a proper state machine, not ad-hoc if/else. States: idle, walk, attack, hurt, dead. Each state has enter/update/exit callbacks.
Input Buffering:
Queue player inputs 100ms before they're valid. Check timeSinceLastInput < bufferWindow on every frame.
Animation Cancel:
Dodge cancels attack recovery. Attack cancels walk. Priority: dodge > attack > walk > idle.
Art Direction
- Silhouette-first: identifiable from shape alone at 32px
- Glow = information: dim=idle, bright=alert, flash=attacking
- Pure top-down perspective, never mix with 3/4 view
- Max 8 colors per entity
Phaser 3 Patterns
- Use object pooling for projectiles and particles
- Use
scene.tweensfor juice, state machines for behavior - Camera: always lerp follow with lookahead, never 1:1
- Physics: arcade is sufficient, don't use Matter.js unless needed
- Sprites:
pixelArt: truein config, nearest-neighbor scaling
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.
- 2d ago First seen · 66 lines · 0 tokens per session scan A 2cacad82a585
gamedev is an agent published in the GitHub repository isaacsight/kernel (16 stars, last pushed 3d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 615 tokens. 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 2026-08-30.
Other agents, from other repositories
artist
Game artist. Generates and processes visual assets, registers them in manifest.json.
architect
Technical architect for one code task. Owns deep technical research, task-level implementation planning, and per-task context configuration.
auditor
Static quality auditor for one code task. Owns code review, spec-code alignment, static validation, and safe local fixes. Does not run the game.
Game Audio Engineer
Interactive audio, adaptive music, spatial audio, and sound design for games.
game-developer
Expert game developer for Unity, Unreal Engine, and Godot game development.
unity-scene-editor
Use to inspect or modify Unity scenes, GameObjects, components, assets, UI, animation, physics, materials, or VFX through Unity Biome MCP. Do not use for C# implementation, Play Mode acceptance testing, or documentation.