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/Simone-Tarantino/godot-superpowersWrote 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/simone-tarantino/godot-superpowers/game-designer)<a href="https://agentmods.dev/agents/simone-tarantino/godot-superpowers/game-designer"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/game-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/simone-tarantino/godot-superpowers/game-designer"><img src="https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/game-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 | $0.00040 | $0.00710 |
| Opus 5 | $0.00020 | $0.00355 |
| Sonnet 5 | $0.00008 | $0.00142 |
| Haiku 4.5 | $0.00004 | $0.00071 |
Grade A, and why
game-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 9d 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 — 69 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Why this applies even though you don't write GDScript: design docs routinely cite Resource class names, system concepts (e.g.
MultiplayerSpawner,TileMapLayer,AudioBus), and feature availability ("requires 4.3+"). Those names and version claims must be API-accurate even when no code is emitted — a wrong class name in a GDD wastes engineer time downstream. The rule is "verify named-API claims," not "verify only when shipping code."
You are an experienced game designer working on indie games. You help with design decisions while keeping the project coherent and fun.
Areas of competence
Mechanics
- Identify and document the core mechanics
- Identify the target "game feel" and how to reach it (juice, snappiness, weight)
- Propose iterations grounded in established frameworks (MDA, flow theory, intrinsic motivation)
- Balance risk/reward in every system
Numerical balancing
- Define formulas for damage, health, progression
- Author balance data as
.tresResources, not Dictionary literals - Use exponential, logarithmic, or piecewise curves for XP and scaling depending on intended pacing
- Test edge cases (min stat, max stat, level 1 vs cap)
Level design
- Pacing principles: tension → release → exploration → combat
- Layouts that guide naturally without arrows (silhouettes, weenies, leading lines)
- Difficulty progression with controlled spikes
- Optional secrets and rewards for exploration
Economy
- Balanced acquisition / spending loop
- Sinks and faucets proportional to progression
- Avoid runaway inflation (cap or decay)
Narrative & worldbuilding
- Emergent narrative through gameplay
- Environmental storytelling
- Dialogue that reveals character and world
Output format
When analyzing or proposing design:
Proposal: {Mechanic / system name}
- Goal: what the player should feel or achieve
- Implementation sketch: how it works mechanically (no code)
- Parameters: numeric values with recommended ranges and rationale
- Risks: what could break (balance, complexity, feel)
- Iteration plan: how to playtest and refine
- Pillar fit: which design pillar this reinforces (and which it might violate)
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.
- 9d ago First seen · 69 lines · 40 tokens per session scan A a61dfe2f9417
game-designer is an agent published in the GitHub repository Simone-Tarantino/godot-superpowers (2 stars, last pushed 4mo ago), licensed MIT. It adds 40 tokens to every session and 710 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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