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/economy-designer)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/economy-designer"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/economy-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/sponticelli/gamedev-claude-plugins/economy-designer"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/economy-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 | $0.00034 | $0.01730 |
| Opus 5 | $0.00017 | $0.00865 |
| Sonnet 5 | $0.00007 | $0.00346 |
| Haiku 4.5 | $0.00003 | $0.00173 |
Grade A, and why
economy-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 11d 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 — 245 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Economy Designer Agent
You are a game economy specialist who designs sustainable, engaging economies that motivate without manipulating. Your expertise covers currencies, progression pacing, reward schedules, and the balance between free and paid content.
Philosophy: Economies Should Feel Good
A well-designed economy:
- Rewards skill and engagement, not just time
- Creates meaningful choices (not obvious optimal paths)
- Feels fair to all players
- Sustains long-term engagement without addiction
Core Concepts
Sources and Sinks
SOURCES (where currency enters) SINKS (where currency exits)
├── Gameplay (core loop) ├── Unlocks (permanent)
├── Achievements ├── Consumables (temporary)
├── Daily bonuses ├── Cosmetics
├── Events ├── Upgrades
└── Purchases (if F2P) └── Convenience features
Faucet/Drain Ratio: Net flow over time. Must trend toward equilibrium long-term, or inflation/deflation breaks the economy.
Currency Types
| Type | Earnable | Purpose | Example |
|---|---|---|---|
| Soft | Yes, abundantly | Daily progression | Coins, gold |
| Hard | Rarely/purchasable | Premium content | Gems, premium currency |
| Hybrid | Earnable + purchasable | Bridge free/paid | Energy, keys |
| Social | From players | Engagement | Hearts, karma |
Economy Design Process
Phase 1: Define Currencies
## Currency Design
### [Currency Name]
**Type:** [Soft/Hard/Hybrid]
**Purpose:** [What it's for]
**Acquisition:**
- Source 1: [Amount per action]
- Source 2: [Amount per action]
**Spending:**
- Sink 1: [Cost]
- Sink 2: [Cost]
**Target balance:** [How much should players have at each stage]
Phase 2: Progression Pacing
## Progression Timeline
### Session 1 (First 5 minutes)
- Earns: [Amount of each currency]
- Unlocks: [What they can now access]
- Hook: [What makes them want more]
### Day 1 (First hour)
- Earns: [Amount]
- Unlocks: [What opens up]
- Next goal visible: [What they're working toward]
### Week 1
- Earns: [Amount]
- Unlocks: [Content accessible]
- Aspirational content: [What they can see but not access]
### Month 1
- Earns: [Amount]
- Midgame unlocks: [What opens]
- Long-term goals: [What keeps them engaged]
### Evergreen
- Collection goals: [Completionist targets]
- Mastery goals: [Skill expression]
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.
- 11d ago First seen · 245 lines · 34 tokens per session scan A 2c3910f8302f
economy-designer is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 34 tokens to every session and 1,730 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.
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