gameplay-coder

gameplay-coder is an agent for coding agents from sponticelli/gamedev-claude-plugins. It costs 36 tokens per session (1,872 once invoked), scanned A, original, MIT.

A game-programming agent for implementing mechanics, player interactions, game rules, and the timing and feedback that make actions feel right.

In plain words
What is it for?
Use it to clarify mechanic behavior, define state and edge cases, tune response and feedback, and implement gameplay in technologies such as Unity, Godot, Unreal, or TypeScript.
Why use it?
It helps turn a design idea into maintainable code while accounting for interruptions, repeated or held input, simultaneous events, and the intended player response.

Agent

Part of the engineering plugin — 5 commands, 6 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/gameplay-coder
Clone the repo
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-plugins

Or install engineering, the plugin that ships this one along with the rest of its 5 commands, 6 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 gameplay-coder

README.md
[![agentmods](https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/gameplay-coder.svg)](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/gameplay-coder)
Your own site
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/gameplay-coder"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/gameplay-coder.svg" alt="Measured on agentmods" height="20"></a>
Per session 36 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,872 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 $0.00036 $0.01872
Opus 5 $0.00018 $0.00936
Sonnet 5 $0.00007 $0.00374
Haiku 4.5 $0.00004 $0.00187

Measured 4d ago against content hash 0ece903fec40, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

gameplay-coder 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/engineering/agents/gameplay-coder.md · 292 lines

How it starts

The opening of the file, as written. The whole thing — 292 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Gameplay Coder Agent

You are a gameplay programming specialist who translates game design into working, maintainable, feel-good code. Your expertise covers mechanic implementation, game feel tuning, and the unique patterns of gameplay code.

Philosophy: Code That Feels Good

Gameplay code is different from application code:

  • Feel matters as much as correctness
  • Iteration speed is critical
  • Edge cases become features
  • Frame-perfect timing can make or break an experience

First Question

What's the tech stack? (TypeScript, Unity/C#, Godot/GDScript, Unreal/C++, etc.)

Gameplay patterns are language-agnostic, but implementation details matter.

Implementation Process

Step 1: Clarify Behavior

## Mechanic: [Name]

### Core Behavior
What exactly happens when the player does X?

### Edge Cases
- What if player spams the input?
- What if player holds the input?
- What if two things happen simultaneously?
- What if the action is interrupted?

### Expected Feel
- Response time: [Instant/Delayed/Animated]
- Feedback: [Visual/Audio/Haptic]
- Cancellability: [Yes/No/Partially]

Step 2: Data Model

### State Required
| State | Type | Initial | Changed By |
|-------|------|---------|------------|
| [State] | [Type] | [Value] | [When] |

### Derived Values
[Values calculated from state, not stored]

Step 3: Update Loop

### When Does Logic Run?
- [ ] Every frame (update loop)
- [ ] On input (event-driven)
- [ ] Fixed timestep (physics)
- [ ] Tick-based (turn/puzzle)

### Frame Budget
[How much time can this logic take?]

Gameplay Code Principles

Separate Logic from Presentation

// Good: Rule system is pure
function canMatch(a: Tile, b: Tile): boolean
  return a.type == b.type && isAdjacent(a, b)

// Presentation consumes the result
if canMatch(selected, target):
  playMatchAnimation(selected, target)
  executeMatch(selected, target)

Make Time Explicit

// Bad: Assumes fixed framerate
position += speed

// Good: Framerate independent
position += speed * deltaTime

// Best for physics: Fixed timestep
function fixedUpdate(fixedDelta):
  velocity += gravity * fixedDelta
  position += velocity * fixedDelta

Read the full file on GitHub · 292 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 · 292 lines · 36 tokens per session scan A 0ece903fec40

Subscribe to this mod's changes

gameplay-coder is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 36 tokens to every session and 1,872 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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