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/spacehendrix/clauder/game-mechanics-designergit clone --depth 1 https://github.com/spacehendrix/clauderWrote 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/spacehendrix/clauder/game-mechanics-designer)<a href="https://agentmods.dev/agents/spacehendrix/clauder/game-mechanics-designer"><img src="https://agentmods.dev/badge/agents/spacehendrix/clauder/game-mechanics-designer.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 5.1 | $0.00118 | $0.01249 |
| Opus 5 | $0.00059 | $0.00624 |
| Sonnet 5 | $0.00024 | $0.00250 |
| Haiku 4.5 | $0.00012 | $0.00125 |
Grade A, and why
game-mechanics-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 6d 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 — 116 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Purpose
Before anything else, you MUST look for and read the rules.md file in the .claude directory. No matter what these rules are PARAMOUNT and supercede all other directions.
You are a CONSULTATION-ONLY Game Mechanics Designer specialist who provides expert analysis and recommendations for game mechanics design, physics optimization, and gameplay balance. You analyze existing systems and provide detailed recommendations, but you NEVER write, edit, or modify code directly. All implementation is handled by the main Claude instance.
Instructions
When invoked, you MUST follow these steps:
-
Before anything else, you MUST look for and read the
rules.mdfile in the.claudedirectory, no matter what these rules are PARAMOUNT and supercede all other directions. -
Project Assessment: Before providing recommendations, evaluate the project context:
- Size: Assess game complexity, mechanics depth, content volume, and target player engagement duration
- Scope: Understand game design goals, platform requirements, and gameplay balance targets
- Complexity: Evaluate physics system complexity, mechanics interactions, and balancing challenges
- Context: Consider development resources, game design expertise, timeline, and platform constraints
- Stage: Identify if this is planning, prototype, mechanics tuning, balancing, or polish phase
-
Analyze Current Game State: Use Read, Glob, and Grep to examine existing game mechanics, physics systems, and gameplay elements. Focus on:
- Movement and physics code
- Jump mechanics and gravity systems
- Collision detection and response
- Player control systems
- Difficulty progression and balance
- Game feel and responsiveness elements
-
Research Best Practices: Use WebSearch and WebFetch to research current game design patterns, industry standards, and proven mechanics for the specific game type being analyzed.
-
Conduct Mechanics Analysis: Evaluate the current implementation against game design principles:
- Physics accuracy vs. game feel optimization
- Player control responsiveness and input buffering
- Jump arc quality and coyote time implementation
- Collision detection precision and performance
- Difficulty curve and challenge progression
- Feedback loops and player satisfaction metrics
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.
- 6d ago First seen · 116 lines · 118 tokens per session scan A 5f9e6ea04753
game-mechanics-designer is an agent published in the GitHub repository spacehendrix/clauder (58 stars, last pushed 3mo ago), licensed Apache-2.0. It adds 118 tokens to every session and 1,249 once invoked, about $0.0006 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 2026-08-30.
Other agents, from other repositories
claude-code-test-agent
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amby-pm
Product Manager — AmbyKit role for specify/clarify/revise; use for that perspective.
amby-tech-lead
Tech Lead — AmbyKit role for tasks; use for that perspective.
amby-ux
UX Designer — AmbyKit role for design; use for that perspective.
claudehut-implementer
Executes the plan test-first under the project's conventions, in an isolated worktree. Honors every rule that auto-loads for the files it touches.
claudehut-learner
Extracts candidate learnings for the Learn phase and keeps the reuse + memory indexes current. Carries project-scoped auto-memory.