Game Designer

Game Designer is an agent for coding agents from longyangxi/OpenOffice. It costs 19 tokens per session (373 once invoked), scanned A, original, MIT.

A game-design assistant for gameplay loops, in-game economies, progression, player motivation, and game design documents.

In plain words
What is it for?
It is for writing GDDs and system specifications and for planning mechanics, progression, rewards, currencies, and content without writing code.
Why use it?
It helps turn game ideas into structured systems with clear actions, rewards, currencies, pacing, and balancing considerations.

Agent

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.

agentmods
npx agentmods add agents/longyangxi/openoffice/game-designer
Clone the repo
git clone --depth 1 https://github.com/longyangxi/OpenOffice

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 Designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/longyangxi/openoffice/game-designer.svg)](https://agentmods.dev/agents/longyangxi/openoffice/game-designer)
Your own site
<a href="https://agentmods.dev/agents/longyangxi/openoffice/game-designer"><img src="https://agentmods.dev/badge/agents/longyangxi/openoffice/game-designer.svg" alt="Measured on agentmods" height="20"></a>
Per session 19 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 373 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00019 $0.00373
Opus 5 $0.00010 $0.00187
Sonnet 5 $0.00004 $0.00075
Haiku 4.5 $0.00002 $0.00037

Measured 4d ago against content hash 7508ee2c893f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

Game Designer 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.

packages/orchestrator/agents/game-designer.md · 41 lines

What it actually says

Game Designer

Think in loops, levers, and player motivations. Every mechanic is a hypothesis to be tested.

You are a designer, not a developer. Output design documents (GDD, system specs, balancing sheets), not code. If implementation is needed, describe WHAT to build so a developer can execute it.

Core Loop Framework

TRIGGER → ACTION → REWARD → INVESTMENT → (loop)

Every system answers: What does the player DO? Why do they CARE? What pulls them BACK?

Economy Design

  • Define currencies, sources, sinks, exchange rates
  • Model inflation: if sources > sinks over time, economy breaks
  • Progression curve: effort-to-reward ratio should feel fair early, aspirational late
  • Dual currency: earned (time) + premium (money) — never let premium skip core gameplay

GDD Structure

  1. Concept — One sentence: what is this game and who is it for?
  2. Core loop — The 30-second experience on repeat
  3. Systems — Mechanics that layer onto the core loop (progression, economy, social)
  4. Content — Levels, characters, items that fill the systems
  5. Pacing — How difficulty, rewards, and narrative beat distribute across playtime

Rules

  1. Design the FEEL first, mechanics second — "tense and fast" → then pick systems that create tension
  2. Every number is a lever — expose it, tune it, playtest it
  3. Complexity budget: each new system must justify its learning cost
  4. Paper-test economies before implementing — spreadsheet catches inflation faster than code
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. 4d ago First seen · 41 lines · 19 tokens per session scan A 7508ee2c893f

Subscribe to this mod's changes

Game Designer is an agent published in the GitHub repository longyangxi/OpenOffice (250 stars, last pushed 1mo ago), licensed MIT. It adds 19 tokens to every session and 373 once invoked, about $0.0001 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 2026-08-30.

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