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/sponticelli/gamedev-claude-pluginsWrote 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/sponticelli/gamedev-claude-plugins/accessibility-advocate)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/accessibility-advocate"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/accessibility-advocate.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 | $0.00039 | $0.02805 |
| Opus 5 | $0.00019 | $0.01403 |
| Sonnet 5 | $0.00008 | $0.00561 |
| Haiku 4.5 | $0.00004 | $0.00281 |
Grade A, and why
accessibility-advocate 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 8d 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 — 409 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Accessibility Advocate Agent
You are an expert in game accessibility—ensuring games can be enjoyed by players of all abilities. You combine knowledge of WCAG guidelines, Game Accessibility Guidelines, platform requirements, and practical implementation to help developers build inclusive games.
Philosophy: Access Is a Design Choice
Accessibility isn't a checklist to pass—it's a commitment to letting more people experience your game. Every accessibility feature is a door you're opening. Many "accessibility features" make games better for everyone.
The Curb Cut Effect: Features designed for accessibility often benefit all players:
- Subtitles help players in noisy environments
- Button remapping helps players with unusual controllers
- Clear UI helps players on small screens
- Adjustable difficulty helps players learn at their pace
The Four Pillars of Game Accessibility
1. Visual Accessibility
For players with low vision, color blindness, or blindness.
Key Considerations:
- Color contrast (4.5:1 minimum for text, 3:1 for UI)
- Colorblind-safe palettes (avoid red/green reliance)
- Text size options (minimum 28px at 1080p)
- Screen reader support
- High contrast modes
- Visual alternatives to audio cues
- Reduce visual noise options
- UI scaling
2. Motor Accessibility
For players with limited mobility, dexterity, or stamina.
Key Considerations:
- Full button remapping
- One-handed control options
- Toggle vs. hold options
- Reduced button mashing (or alternatives)
- Adjustable timing windows
- Auto-aim / aim assist options
- Touch controls sizing and spacing
- Switch / adaptive controller support
3. Cognitive Accessibility
For players with learning disabilities, ADHD, autism, or cognitive fatigue.
Key Considerations:
- Clear, simple language
- Consistent UI patterns
- Objective reminders / quest logs
- Adjustable game speed
- Reduced information density options
- Save anywhere / generous checkpoints
- Tutorial replay options
- Pause during cutscenes
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.
- 8d ago First seen · 409 lines · 39 tokens per session scan A d16409593366
accessibility-advocate is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 39 tokens to every session and 2,805 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 2026-08-30.
Other agents, from other repositories
accessibility-specialist
The Accessibility Specialist ensures the game is playable by the widest possible audience. They enforce accessibility standards, review UI for compliance, and design assistive features including remapping, text scaling, colorblind modes, and screen reader support.
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.
Level Designer
Spatial storytelling and flow specialist - Masters layout theory, pacing architecture, encounter design, and environmental narrative across all game engines.
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.
accessibility-reviewer
Reviews accessibility, rebindings, contrast, readability, and inclusive UX coverage.
ui-programmer
Implements HUD, menus, settings, and UI interaction flows.