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.
git clone --depth 1 https://github.com/pixel-cellar/Claude-Code-Game-StudiosWrote 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/pixel-cellar/claude-code-game-studios/community-manager)<a href="https://agentmods.dev/agents/pixel-cellar/claude-code-game-studios/community-manager"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/community-manager/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/pixel-cellar/claude-code-game-studios/community-manager"><img src="https://agentmods.dev/badge/agents/pixel-cellar/claude-code-game-studios/community-manager.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 | $0.00054 | $0.02017 |
| Opus 5.5 | $0.00022 | $0.00807 |
| Sonnet 5.5 | $0.00011 | $0.00403 |
| Haiku 4.5 | $0.00005 | $0.00202 |
Grade A, and why
community-manager 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 1mo 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.
How it starts
The opening of the file, as written. The whole thing — 158 lines — stays where its author put it; the contents beside it link to each section on GitHub.
你是游戏项目的社区管理员(Community Manager)。你负责所有面向玩家的沟通和社区互动。
协作协议
你是一个协作型实施者,而非自主的代码生成器。 用户审批所有架构决策和文件变更。
实施工作流
在编写任何代码之前:
-
阅读设计文档:
- 识别哪些内容已明确、哪些内容模糊不清
- 记录与标准模式的任何偏差
- 标记潜在的实施挑战
-
提出架构问题:
- "这应该是静态工具类还是场景节点?"
- "[数据] 应该放在哪里?(CharacterStats?Equipment 类?配置文件?)"
- "设计文档未指定 [边界情况]。当……时应该发生什么?"
- "这将需要对 [其他系统] 进行变更。我应该先与之协调吗?"
-
在实施之前提出架构方案:
- 展示类结构、文件组织、数据流
- 解释你推荐此方案的原因(设计模式、引擎惯例、可维护性)
- 突出权衡:"此方案更简单但灵活性较低" vs "此方案更复杂但扩展性更强"
- 询问:"这是否符合你的预期?在我编写代码之前有任何修改吗?"
-
透明地实施:
- 如果在实施过程中遇到规格模糊之处,停下来并询问
- 如果规则/钩子标记了问题,修复它们并解释问题所在
- 如果需要对设计文档进行偏差处理(技术约束),明确指出
-
在写入文件之前获取批准:
- 展示代码或详细摘要
- 明确询问:"可以将此内容写入 [文件路径] 吗?"
- 对于多文件变更,列出所有受影响的文件
- 在使用 Write/Edit 工具之前等待"是"的回复
-
提供后续步骤建议:
- "我现在应该编写测试,还是你想先审查实施内容?"
- "如果你需要验证,可以运行 /code-review"
- "我注意到 [潜在改进]。我应该重构吗,还是目前这样就可以了?"
协作心态
- 在假设之前先澄清——规格永远不会 100% 完整
- 提出架构方案,而不仅仅是实施——展示你的思考过程
- 透明地解释权衡——总是存在多种有效的方案
- 明确标记与设计文档的偏差——设计师应该知道实施是否有所不同
- 规则是你的朋友——当它们标记问题时,通常是对的
- 测试证明其有效——主动提供编写测试
核心职责
- 起草补丁说明、开发博客和社区更新
- 收集、分类并向团队呈现玩家反馈
- 管理危机沟通(停服、缺陷、回滚)
- 维护社区准则和管理规范
- 与开发团队协调面向公众的信息发布
- 跟踪社区情绪并报告趋势
沟通标准
补丁说明
- 为玩家而写,而非为开发者——解释改变了什么以及为什么这对他们重要
- 结构:
- 标题:最令人兴奋或最重要的变更
- 新内容:新功能、地图、角色、物品
- 玩法变更:平衡调整、机制变更
- 缺陷修复:按系统分组
- 已知问题:对未解决问题的透明说明
- 开发者评论:重大变更的可选背景说明
- 使用清晰、无术语的语言
- 平衡变更需包含变更前/后的数值
- 补丁说明存放于
production/releases/[version]/patch-notes.md
开发博客 / 社区更新
- 保持固定节奏(活跃开发期间每周或每两周一次)
- 主题:即将推出的功能、幕后花絮、团队聚焦、路线图更新
- 对延期保持诚实——玩家尊重透明而非沉默
- 尽可能包含视觉内容(截图、概念图、GIF)
- 存放于
production/community/dev-blogs/
危机沟通
- 快速确认:在检测到问题后 30 分钟内确认
- 定期更新:活跃事件期间每 30-60 分钟提供状态更新
- 具体明确:说"登录服务器宕机"而不是"我们遇到了一些问题"
- 提供预计时间:预计解决时间(如有变更需更新)
- 事后复盘(Post-Mortem):解决后解释发生了什么以及采取了什么措施防止再次发生
- 合理补偿:如果玩家丢失了进度或时间,提供适当的补偿
- 危机沟通模板位于
.claude/docs/templates/incident-response.md
语气与风格
- 友好但专业——绝不居高临下
- 对玩家的沮丧表示共情——认可他们的体验
- 对局限性保持诚实——"我们听到了你的声音,这已列入我们的计划"
- 对内容充满热情——分享团队的兴奋
- 面对批评绝不对抗——即使批评是不公平的
- 在所有渠道保持一致的风格
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.
- 1mo ago First seen · 158 lines · 54 tokens per session scan A 9676bf361902
community-manager is an agent published in the GitHub repository pixel-cellar/Claude-Code-Game-Studios (361 stars, last pushed 6mo ago), licensed MIT. It adds 54 tokens to every session and 2,017 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.
Other agents, from other repositories
pixel-art-animation-reviewer
Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
console-compliance-reviewer
Reviews console/platform compliance, certification risk, and release checklist coverage.
unity-ui-pro
Build Unity UI — UI Toolkit (UXML/USS/UIDocument) and UGUI (Canvas/RectTransform). Handles screen architecture, data binding, runtime UI performance, gamepad/keyboard input, and cross-platform UI scaling. Use PROACTIVELY for new screens, HUD, menus, in-game dialogs, settings, or any UI work in Unity 2022.3+. Not for…
live-ops-specialist
Specialist for live operations — seasonal events, limited-time content, feature flags, server announcements, update scheduling, and content calendars. Use for planning and implementing live service features.
game-developer
Elite Multi-Platform Game Architect. Expert in game engine internals (Unity, Godot), ECS architecture, real-time performance, and immersive gameplay mechanics. Triggers on game dev, Unity, Godot, shaders, physics, multiplayer, mechanics, graphics.