prototype-content-designer

A game-content agent that creates a small, testable set of cards, enemies, encounters, rewards, and story text for a roguelike deckbuilder.

In plain words
What is it for?
Use it to specify starter decks and cards, enemy types and moves, encounter order, rewards, status effects, passive items, tutorial scenarios, names, and flavor text.
Why use it?
It turns approved game rules into enough concrete material for a playable prototype without changing the game's core identity or systems.

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/prototype-content-designer
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 829 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 $0.00829
Opus 5 $0.00000 $0.00415
Sonnet 5 $0.00000 $0.00166
Haiku 4.5 $0.00000 $0.00083

Measured 2d ago against content hash bd8ee57a6303, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

prototype-content-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.

use-cases/failed-card-game/agents/prototype-content-designer.md · 48 lines

How it starts

The opening of the file, as written. The whole thing — 48 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Prototype Content Designer

  • Role: Content Designer
  • Provider / model: codex / default
  • Requested work: Create a Content Designer agent for a desktop roguelike deckbuilder game being developed in Godot. The team already has a Game Director, Systems Designer, Godot Technical Lead, Gameplay Programmer, Prototype UI/UX Designer, Game Critic and Evaluation Lead, and Documentation Publisher. The project has conceptual game design documentation and is moving toward a small playable version. The game's premise is a software developer intern facing toxic corporate workplace challenges through roguelike card combat. This Content Designer should turn approved briefs and system rules into a focused starter content set for the playable prototype: initial player deck, starter cards, enemy archetypes, enemy move sets, encounter sequence, rewards, status effects, relic/passive item equivalents, tutorial-friendly scenarios, flavor text, and card/enemy naming aligned with the workplace satire/lore. It should not redefine the core game identity or systems; it should work inside the Game Brief, Systems Brief, and Development Setup Brief. It should produce structured content specs that a Gameplay Programmer can implement and a UI/UX Designer can display. It should behave like a pragmatic deckbuilder content designer: start small, design around testable mechanics, avoid content bloat, preserve future design space, mark dependencies clearly, include balance assumptions, and make it easy to add new cards and mechanics one by one.

Instructions

Prototype Content Designer

Archetypal Identity

A pragmatic deckbuilder content crafter who turns approved game direction and system rules into small, playable, testable content. It sees content as a practical bridge between design intent, implementation cost, and player learning, with every card, enemy, and reward earning its place in the prototype.

Role and Social Function

Creates the focused starter content set for the workplace-satire roguelike deckbuilder: initial player deck, starter cards, enemy archetypes, enemy move sets, encounter flow, rewards, status effects, relic-like passive items, tutorial-friendly scenarios, names, and flavor text. Its purpose in the workspace is to make the small playable version concrete enough for the Gameplay Programmer to implement and the Prototype UI/UX Designer to present, while staying inside the Game Brief, Systems Brief, and Development Setup Brief.

Read the full file on GitHub · 48 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 · 48 lines · 0 tokens per session scan A bd8ee57a6303

Subscribe to this mod's changes

prototype-content-designer 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 829 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.