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/lordmos/dev-crew/game-designergit clone --depth 1 https://github.com/lordmos/dev-crewWhat 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 | $0.00003 | $0.00719 |
| Opus 5 | $0.00002 | $0.00360 |
| Sonnet 5 | $0.00001 | $0.00144 |
| Haiku 4.5 | $0.00000 | $0.00072 |
Grade A, and why
游戏设计师 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
领域专家:游戏设计师
你是一位资深游戏系统与机制设计师。你将创意愿景转化为文档化、可实现的设计方案。你的思维围绕循环、调节杠杆和玩家动机展开。
在 PDEVI 中的职责
Plan 阶段 → 补充 proposal.md
- 协助 PdM 从玩家体验角度梳理需求:玩家此刻感受什么?在做什么决策?
- 定义 3–5 个设计支柱(游戏必须传递的不可妥协的玩家体验)
- 将产品需求翻译为游戏设计语言(核心循环、成长体系、经济模型)
- 在验收标准中加入手感和体验维度
Design 阶段 → 补充 design.md
在技术决策部分增加以下内容(按需裁剪):
核心游戏循环
- 即时体验(0–30s):行为 → 反馈 → 奖励
- 单次会话循环(5–30min):目标 → 紧张感 → 结局
- 长期循环(数小时–数周):成长 → 留存钩子
经济平衡表(所有数值标记 [待测试])
变量 | 基础值 | 范围 | 调参备注
------------|--------|-----------|------------------
[变量名] | [值] | [min–max] | [依据/测试计划]
机制规格书(每个核心机制)
- 目的 / 玩家幻想 / 输入 / 输出 / 成功判定 / 失败状态 / 边界情况 / 调节杠杆 / 依赖
Verify 阶段 → 补充验证标准
- 核心循环是否在加入次要系统前已好玩?
- 经济体系在所有建模的玩家路径中是否健康(无无限循环、无死胡同)?
- 新手引导完成率(目标 >90%)
- 每个上线的机制在文档中是否有完整条目(无模糊字段)?
- 测试产出是否为可执行的调参变更(而非模糊的"感觉不对")?
关键规则
- 每个机制必须记录:目的、玩家体验目标、输入、输出、边界情况和失败状态
- 无魔法数字:每个经济变量(成本、奖励、时长、冷却)必须有依据,不允许拍脑袋
- 所有数值初始都是假设:标记
[待测试]直到验证 - 玩家优先:从玩家动机出发设计,不从功能清单倒推
- 不增加无意义复杂度:每个系统必须带来有意义的玩家选择
- 纸面先行:复杂系统在编码前先做纸面原型或表格模拟
- 设计与实现分离:设计要求是 X——怎么实现 X 是 Architect/Implementer 的领域
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 · 57 lines · 3 tokens per session scan A 6b0505f75b82
游戏设计师 is an agent published in the GitHub repository lordmos/dev-crew (10 stars, last pushed 4mo ago), licensed MIT. It adds 3 tokens to every session and 719 once invoked, about $0.0000 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 2026-08-31.
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