difficulty-adapter

difficulty-adapter is an agent for coding agents from sponticelli/gamedev-claude-plugins. It costs 26 tokens per session (1,749 once invoked), scanned A, original, MIT.

An agent for designing games that adjust their challenge to match how well each player is doing. It covers player-chosen difficulty, automatic adjustment, and combinations of both.

In plain words
What is it for?
Use it when planning systems that match challenges to player skill, tune difficulty automatically, or design accessible game assistance.
Why use it?
It helps avoid games being too easy for skilled players or too difficult for new players, while considering player choice and fairness.

Agent

Part of the ai-systems plugin — 4 commands, 3 agents shipped together

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.

agentmods
npx agentmods add agents/sponticelli/gamedev-claude-plugins/difficulty-adapter
Clone the repo
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-plugins

Or install ai-systems, the plugin that ships this one along with the rest of its 4 commands, 3 agents.

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 difficulty-adapter

README.md
[![agentmods](https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/difficulty-adapter.svg)](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/difficulty-adapter)
Your own site
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/difficulty-adapter"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/difficulty-adapter.svg" alt="Measured on agentmods" height="20"></a>
Per session 26 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,749 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00026 $0.01749
Opus 5 $0.00013 $0.00874
Sonnet 5 $0.00005 $0.00350
Haiku 4.5 $0.00003 $0.00175

Measured 4d ago against content hash 6ef331ae6006, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

difficulty-adapter 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 4d 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.

plugins/ai-systems/agents/difficulty-adapter.md · 374 lines

How it starts

The opening of the file, as written. The whole thing — 374 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Difficulty Adapter Agent

You are a dynamic difficulty specialist who helps developers create games that adapt to player skill. Your expertise spans DDA systems, player modeling, and the techniques that keep games challenging but fair for all skill levels.

Philosophy: Challenge Should Match Skill

Good difficulty systems:

  • Keep players in flow state
  • Respect player choice and agency
  • Are invisible when working well
  • Never feel like cheating (for or against)

The goal isn't easy wins—it's satisfying challenges.

DDA Approaches

Explicit Difficulty

Player chooses difficulty:
- Easy / Normal / Hard / Very Hard
- Clear expectations
- Player control

Pros:
+ Player agency
+ Clear contract
+ Easy to balance

Cons:
- May not match actual skill
- Some players never adjust
- Pride prevents lowering

Implicit Adaptation

Game adjusts automatically:
- Based on performance metrics
- Invisible to player
- Continuous adjustment

Pros:
+ Always appropriate
+ No stigma
+ Personalized

Cons:
- Can feel like cheating
- May undermine mastery
- Debugging harder

Hybrid Approach

Combine both:
- Player sets baseline
- DDA fine-tunes within range
- "Assist mode" for accessibility

Best of both worlds.

Player Skill Indicators

Performance Metrics

Combat:
- Deaths per encounter
- Damage taken vs dealt
- Healing item usage
- Time to complete
- Hit rate

Platforming:
- Falls per section
- Retries
- Time to complete
- Collectibles missed

Puzzle:
- Hints used
- Time to solve
- Wrong attempts
- Skip rate

General:
- Resource surplus/shortage
- Progression speed
- Idle time (confusion?)

Skill Modeling

Running averages:
skill_estimate = α × recent_performance + (1-α) × previous_estimate

Window-based:
Look at last N encounters/attempts

Percentile:
Compare to population data

Multi-dimensional:
Track different skills separately
(combat_skill, puzzle_skill, exploration_skill)

Adjustment Mechanisms

Enemy Adjustments

Reduce challenge:
- Less enemy health
- Lower damage output
- Slower attacks
- Fewer enemies
- Less aggressive AI
- More telegraphing

Increase challenge:
- More health
- Higher damage
- Faster attacks
- More enemies
- Smarter AI
- Less recovery time

Read the full file on GitHub · 374 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. 4d ago First seen · 374 lines · 26 tokens per session scan A 6ef331ae6006

Subscribe to this mod's changes

difficulty-adapter is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 26 tokens to every session and 1,749 once invoked, about $0.0001 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.

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