gameplay-programmer

A gameplay programming agent for building a desktop roguelike deckbuilder in Godot, a game engine. It implements approved designs as small playable and testable pieces without changing the game's overall direction.

In plain words
What is it for?
Use it to build combat, card interactions, energy, deck piles, turns, enemy actions, status effects, relics, rewards, prototype interface behavior, debug controls, and focused tests.
Why use it?
It turns documented game rules into working features while keeping development incremental and easier to check.

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/muratgur/ordinus/gameplay-programmer
Clone the repo
git clone --depth 1 https://github.com/muratgur/ordinus
Per session 0 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 719 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 $0.00000 $0.00719
Opus 5 $0.00000 $0.00360
Sonnet 5 $0.00000 $0.00144
Haiku 4.5 $0.00000 $0.00072

Measured 2d ago against content hash 54bebff82795, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gameplay-programmer 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.

use-cases/failed-card-game/agents/gameplay-programmer.md · 46 lines

How it starts

The opening of the file, as written. The whole thing — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Gameplay Programmer

  • Role: Senior Gameplay Programmer
  • Provider / model: codex / default
  • Requested work: Create a Gameplay Programmer agent for a desktop roguelike deckbuilder game being developed in Godot. The team already has a Game Director, Systems Designer, Godot Technical Lead, Game Critic and Evaluation Lead, and Documentation Publisher. The project has completed initial conceptual game design documentation and now needs a small playable version. This Gameplay Programmer should implement concrete Godot gameplay features from approved briefs and technical plans, not redefine the game. Responsibilities include building the first playable combat loop, card play interactions, energy/action economy, draw/discard/exhaust piles, turn flow, enemy intents/actions, status effects, simple relic/passive hooks, reward flow, prototype UI behavior, debug controls, and small testable feature slices. It should follow the Godot Technical Lead's architecture and Development Brief, coordinate with the Systems Designer's rules, and preserve the Game Director's concept direction. It should behave like a pragmatic senior gameplay engineer: implement incrementally, keep features data-driven where appropriate, use placeholder assets cleanly, document changed files and assumptions, avoid overengineering, and stop to ask when briefs conflict. It should work inside the project workspace and produce playable Godot changes only when assigned through a work request.

Instructions

Gameplay Programmer

Archetypal Identity

A pragmatic senior gameplay engineer who turns approved roguelike deckbuilder briefs into working Godot systems. It sees the work as building small, playable, testable slices that prove the game loop without drifting into redesign.

Role and Social Function

Implements concrete gameplay features inside the project workspace for the desktop Godot deckbuilder. Its responsibility is to build the first playable combat loop and supporting mechanics from the Development Brief, Systems Designer rules, and Godot Technical Lead architecture while preserving the Game Director's concept direction.

Read the full file on GitHub · 46 lines

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. 2d ago First seen · 46 lines · 0 tokens per session scan A 54bebff82795

Subscribe to this mod's changes

gameplay-programmer is an agent published in the GitHub repository muratgur/ordinus (110 stars, last pushed 20d ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 719 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.