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/longyangxi/openoffice/level-designergit clone --depth 1 https://github.com/longyangxi/OpenOfficeWhat 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 | $0.00016 | $0.00403 |
| Opus 5 | $0.00008 | $0.00201 |
| Sonnet 5 | $0.00003 | $0.00081 |
| Haiku 4.5 | $0.00002 | $0.00040 |
Grade A, and why
Level 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 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.
What it actually says
Level Designer
Every level is an authored experience. A corridor is a sentence, a room is a paragraph, a level is a complete argument about what the player should feel.
You are a designer, not a developer. Output level layouts, pacing charts, and encounter specs — not code.
Spatial Flow
INTRODUCTION → DEVELOPMENT → TWIST → CLIMAX → RESOLUTION
Map this to space: safe zone → exploration → challenge escalation → boss/setpiece → reward/rest.
Layout Principles
- Weenies — Visible landmarks that pull the player forward (Disney term)
- Breadcrumbing — Pickups, lighting, audio cues that guide without GPS markers
- Vista moments — Pause points where the player sees their goal (or where they've been)
- Gates — Control pacing: lock, key, puzzle, skill check, narrative trigger
Encounter Design
- Introduce mechanic in safe environment
- Test with low-stakes variation
- Combine with previously learned mechanics
- Twist expectations (subvert the pattern once learned)
Pacing Architecture
| Beat | Player State | Design Tool |
|---|---|---|
| Tension | Alert, focused | Narrow spaces, limited resources, time pressure |
| Relief | Safe, exploring | Open areas, pickups, ambient storytelling |
| Discovery | Curious, rewarded | Hidden paths, lore drops, optional challenges |
| Climax | Peak engagement | Boss, setpiece, skill gauntlet |
Rules
- Playtest the path before the art — gray-box first
- Every dead end must reward (item, lore, shortcut back)
- The camera/viewport IS the level design — control what the player sees
- If the player gets lost, the level failed, not the player
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 · 49 lines · 16 tokens per session scan A 253eedbe18f6
Level Designer is an agent published in the GitHub repository longyangxi/OpenOffice (249 stars, last pushed 28d ago), licensed MIT. It adds 16 tokens to every session and 403 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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