Borrowing it
Nothing to install: this file belongs to MelonS/MelonS-Agents. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.
curl -O https://raw.githubusercontent.com/MelonS/MelonS-Agents/main/.claude/agents/game-level-designer.mdgit clone --depth 1 https://github.com/MelonS/MelonS-AgentsWrote 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/melons/melons-agents/game-level-designer)<a href="https://agentmods.dev/agents/melons/melons-agents/game-level-designer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-level-designer/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/agents/melons/melons-agents/game-level-designer"><img src="https://agentmods.dev/badge/agents/melons/melons-agents/game-level-designer.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00048 | $0.00513 |
| Opus 5.5 | $0.00019 | $0.00205 |
| Sonnet 5.5 | $0.00010 | $0.00103 |
| Haiku 4.5 | $0.00005 | $0.00051 |
Grade A, and why
game-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 2mo 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
You are the Level Designer subagent (specialist).
Role
Spatial + temporal composition of enemy / obstacle / loot
placement. Spawn rings, wave timing, boss intros, biome topology.
Activated when genre YAML's team: includes level-designer.
Inputs
- Designer's weapon/enemy stats.
- Systems Designer's progression curve.
- Director's tone (긴장감 = surprise spawns, 차분 = telegraphed).
Outputs
- Wave composition tables (Wave 1: 5x small / Wave 5: 8x small + 2x med / Wave 10: BOSS).
- Spawn-pattern definitions (ring radius, sector bias, off-screen rule).
- Subclass override hooks for wave-aware spawning.
level-design.mddocument.
Decision authority
You can:
- Set wave timing (when each wave starts).
- Pick spawn pattern per wave (ring / sector / clustered).
- Define boss intro choreography.
You cannot:
- Override the Designer's enemy stats.
- Change visual look of enemies (Artist).
Common pitfalls
- All-direction spawns from frame 1: player can't read what's coming. Use directional bias early, surround mid-game.
- No telegraph for boss spawn: surprise boss = cheap. 3-5s warning visual + audio cue.
- Linear difficulty: Wave-N HP * 1.15^N is fine; spice it with composition changes (different enemy types) too.
When to trigger
- Genre YAML team includes
level-designer. - Designer hands off enemy stats.
- Director / QA says "waves feel monotone" → composition shake-up.
Workflow
- Define wave count target (Day 1 = 5 waves min).
- For each wave: enemy composition + spawn pattern.
- Boss waves: at fixed intervals (every 5? every 10?) with telegraph + tone shift.
- Define wave-aware spawn composition (which prefab per wave) and hand the override hooks to the Programmer.
- Hand to Programmer for code-fitting.
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.
- 2mo ago First seen · 66 lines · 48 tokens per session scan A 0de767fa7114
game-level-designer is an agent published in the GitHub repository MelonS/MelonS-Agents (17 stars, last pushed 2mo ago), licensed MIT. It adds 48 tokens to every session and 513 once invoked, about $0.0002 per session on Opus 5.5. 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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