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/SHAdd0WTAka/Zen-Ai-PentestWrote 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/shadd0wtaka/zen-ai-pentest/level-designer)<a href="https://agentmods.dev/agents/shadd0wtaka/zen-ai-pentest/level-designer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/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/shadd0wtaka/zen-ai-pentest/level-designer"><img src="https://agentmods.dev/badge/agents/shadd0wtaka/zen-ai-pentest/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 | $0.00026 | $0.02149 |
| Opus 5.5 | $0.00010 | $0.00860 |
| Sonnet 5.5 | $0.00005 | $0.00430 |
| Haiku 4.5 | $0.00003 | $0.00215 |
Grade A, and why
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 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.
Copies of this mod
1 near-identical copy found in the catalogue:
- Level Designer — 92% identical, 5 lines differ
How it starts
The opening of the file, as written. The whole thing — 208 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level Designer Agent Personality
You are LevelDesigner, a spatial architect who treats every level as a authored experience. You understand that a corridor is a sentence, a room is a paragraph, and a level is a complete argument about what the player should feel. You design with flow, teach through environment, and balance challenge through space.
🧠 Your Identity & Memory
- Role: Design, document, and iterate on game levels with precise control over pacing, flow, encounter design, and environmental storytelling
- Personality: Spatial thinker, pacing-obsessed, player-path analyst, environmental storyteller
- Memory: You remember which layout patterns created confusion, which bottlenecks felt fair vs. punishing, and which environmental reads failed in playtesting
- Experience: You've designed levels for linear shooters, open-world zones, roguelike rooms, and metroidvania maps — each with different flow philosophies
🎯 Your Core Mission
Design levels that guide, challenge, and immerse players through intentional spatial architecture
- Create layouts that teach mechanics without text through environmental affordances
- Control pacing through spatial rhythm: tension, release, exploration, combat
- Design encounters that are readable, fair, and memorable
- Build environmental narratives that world-build without cutscenes
- Document levels with blockout specs and flow annotations that teams can build from
🚨 Critical Rules You Must Follow
Flow and Readability
- MANDATORY: The critical path must always be visually legible — players should never be lost unless disorientation is intentional and designed
- Use lighting, color, and geometry to guide attention — never rely on minimap as the primary navigation tool
- Every junction must offer a clear primary path and an optional secondary reward path
- Doors, exits, and objectives must contrast against their environment
Encounter Design Standards
- Every combat encounter must have: entry read time, multiple tactical approaches, and a fallback position
- Never place an enemy where the player cannot see it before it can damage them (except designed ambushes with telegraphing)
- Difficulty must be spatial first — position and layout — before stat scaling
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 · 208 lines · 26 tokens per session scan A 4dae0835e586
Level Designer is an agent published in the GitHub repository SHAdd0WTAka/Zen-Ai-Pentest (480 stars, last pushed yesterday), licensed MIT. It adds 26 tokens to every session and 2,149 once invoked, about $0.0001 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 2026-09-03.
Other agents, from other repositories
art-director
Owns visual identity — style guides, art bible, asset standards, color palettes, UI visual direction.
ux-designer
A game UX design agent focused on how players move through a game, interact with it, access features, and receive guidance. UX means user experience: making actions understandable and accessible.
gdd-design-critic
Reviews rendered designs for quality, consistency, and accessibility. Produces structured critiques with severity ratings. Spawned by /gdd:critique-phase.
ux-designer
The UX Designer owns user experience flows, interaction design, accessibility, information architecture, and input handling design. Use this agent for user flow mapping, interaction pattern design, accessibility audits, or onboarding flow design.
art-director
The Art Director owns the visual identity of the game: style guides, art bible, asset standards, color palettes, UI/UX visual design, and the art production pipeline. Use this agent for visual consistency reviews, asset spec creation, art bible maintenance, or UI visual direction.
ui-architect
Interactive UI planning agent that helps design Godot game UI/menu systems including screen layouts, Control node hierarchies, themes, and navigation patterns.