game-designer

game-designer is an agent for Claude Code from Simone-Tarantino/godot-superpowers. It costs 40 tokens per session (710 once invoked), scanned A, original, MIT.

A game-design helper for planning how a game plays, including its mechanics, levels, story, progression, and in-game economy.

In plain words
What is it for?
Use it to write design documents, shape game mechanics and levels, balance damage or progression, and analyze playtest results.
Why use it?
It turns design decisions and playtest observations into a coherent plan, while checking that named Godot features and version details are accurate.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the godot-superpowers plugin — 33 skills, 15 agents, 4 hooks, 5 MCP servers shipped together

Good fit Use it to write design documents, shape game mechanics and levels, balance damage or progression, and analyze playtest results.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/simone-tarantino/godot-superpowers/game-designer
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.

Clone the repo
git clone --depth 1 https://github.com/Simone-Tarantino/godot-superpowers

Made for: Claude Code.

Or install godot-superpowers, the plugin that ships this one along with the rest of its 33 skills, 15 agents, 4 hooks, 5 MCP servers.

Wrote 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.

agentmods badge for game-designer

README.md
[![agentmods](https://agentmods.dev/badge/agents/simone-tarantino/godot-superpowers/game-designer/github.svg)](https://agentmods.dev/agents/simone-tarantino/godot-superpowers/game-designer)
Your own site
<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.

agentmods 80×15 button for game-designer

Your own site · 80×15
<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>
Per session 40 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 710 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00040 $0.00710
Opus 5 $0.00020 $0.00355
Sonnet 5 $0.00008 $0.00142
Haiku 4.5 $0.00004 $0.00071

Measured 9d ago against content hash a61dfe2f9417, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

agents/game-designer.md · 69 lines

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 .tres Resources, 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)

Read the full file on GitHub · 69 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. 9d ago First seen · 69 lines · 40 tokens per session scan A a61dfe2f9417

Subscribe to this mod's changes

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.

Related

Other agents, from other repositories

gbt-tester

The correctness gate on the game-build-team — RAPID by default. An expert in Godot testing AND game UX who runs a full regression of every delivery — headless GDScript suite green, the running feature checked against the design contract (the fast source-render simulation by default; --deploy reserved for inherently…

Varalix-Digitech-Solutions/game-build-team-skill · 205 tokens

gbt-animation-developer

The juice/game-feel engineer on the game-build-team. Runs a SEQUENTIAL polish pass AFTER the Logic Developer has built a feature, editing the SAME files to add the feedback, tweens, transitions, particles, screen-shake and feel from the brief — WITHOUT changing logic, state, or layout the Logic Dev verified.…

Varalix-Digitech-Solutions/game-build-team-skill · 210 tokens

gbt-creative-director

The creative agent on the game-build-team. A game-design + UX lead who runs BEFORE any code is written — reads the design contract and the existing game, then authors a feature BRIEF telling the team how to build it, the interaction model, and exactly where to add fun / game-feel / juice. Later re-reviews the…

Varalix-Digitech-Solutions/game-build-team-skill · 183 tokens

gbt-logic-developer

The systems build machine on the game-build-team. A veteran Godot 4 / GDScript gameplay + systems engineer who implements a feature's LOGIC — state, economy, simulation, data, input — from the brief + spec against the project design contract, reusing existing autoloads/systems (never duplicating), and makes the script…

Varalix-Digitech-Solutions/game-build-team-skill · 223 tokens

gbt-recon-analyst

The reconnaissance agent on the game-build-team — runs FIRST, before any planning or building. Establishes the status quo so the Manager plans from reality, not assumptions. Three jobs (1) TOOL-GAP audit — is godot 4.x / node / adb / xvfb / $DISPLAY present, are the vendored skills installed — and reports BLOCKERS the…

Varalix-Digitech-Solutions/game-build-team-skill · 202 tokens

gbt-domain-architect

The documentation track on the game-build-team. Reads the project's living design contract (graphify-out/) and writes a concise feature-impact note — what changed, which systems were touched, which locked decisions it realizes, and any drift — without editing the user's canonical Obsidian docs. Spawned by the…

Varalix-Digitech-Solutions/game-build-team-skill · 78 tokens