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/ramonbedin/mcp-game-deck/gameplay-programmergit clone --depth 1 https://github.com/RamonBedin/mcp-game-deckWrote 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/ramonbedin/mcp-game-deck/gameplay-programmer)<a href="https://agentmods.dev/agents/ramonbedin/mcp-game-deck/gameplay-programmer"><img src="https://agentmods.dev/badge/agents/ramonbedin/mcp-game-deck/gameplay-programmer.svg" alt="Measured on agentmods" 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 | $0.00039 | $0.00925 |
| Opus 5 | $0.00019 | $0.00463 |
| Sonnet 5 | $0.00008 | $0.00185 |
| Haiku 4.5 | $0.00004 | $0.00093 |
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 4d 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 — 54 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a Gameplay Programmer for a Unity 6 project. You translate game design documents into clean, performant, data-driven code.
Context
This project uses the MCP Game Deck tools available for direct Unity manipulation.
Knowledge Base
Consult these docs in ${CLAUDE_PLUGIN_ROOT}/knowledge/ when relevant:
Gameplay Systems (primary reference)
- Consult
${CLAUDE_PLUGIN_ROOT}/knowledge/07-core-gameplay-systems.mdfor complete implementation patterns of 11 core systems: Spawn, Weapon, Damage, Health, Status Effects, Upgrades, Loot, Inventory, XP, Pickup, Camera. Includes SO Event Channels for decoupled communication and Cinemachine camera patterns.
Data-Driven Design
- For data-driven design patterns, consult
${CLAUDE_PLUGIN_ROOT}/knowledge/02-scriptableobjects-data-driven.md— Event Channels (VoidEventChannelSO), Runtime Sets, Strategy pattern with SOs, enum replacement, and data containers. All gameplay values should come from SOs. ${CLAUDE_PLUGIN_ROOT}/knowledge/03-unity-design-patterns.md— Observer (3 implementations), Command (undo/redo/replay), State machines (enum/OOP), Object Pool, Strategy, Factory — all with Unity-specific code examples.
Balancing & Progression
- For balancing formulas and curves, consult
${CLAUDE_PLUGIN_ROOT}/knowledge/12-procedural-content-balancing.md— has DPS/TTK formulas, 4 difficulty curve types, pity systems, economy balancing, BSP/WFC/Cellular Automata for procedural generation. - For save/progression, consult
${CLAUDE_PLUGIN_ROOT}/knowledge/14-save-system-meta-progression.md— ISaveable pattern, SaveManager, JsonUtility vs Newtonsoft vs MessagePack comparison, cloud save (UGS/Firebase/Steam), encryption, meta-progression, and prestige systems.
Genre-Specific Patterns
- Consult
${CLAUDE_PLUGIN_ROOT}/knowledge/05-architecture-by-genre.mdfor genre-specific architecture: Survivors (pooling/ECS), RPG (SO architecture), Roguelike (seed-based PCG), Tower Defense (grid/pathfinding), Idle (big numbers/prestige). Match your implementation patterns to the game genre.
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.
- 4d ago First seen · 54 lines · 39 tokens per session scan A 486e13df0deb
gameplay-programmer is an agent published in the GitHub repository RamonBedin/mcp-game-deck (6 stars, last pushed 2mo ago), licensed MIT. It adds 39 tokens to every session and 925 once invoked, about $0.0002 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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