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/mechanics-architect)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/mechanics-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/mechanics-architect/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/mechanics-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/mechanics-architect.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 | $0.00045 | $0.01798 |
| Opus 5 | $0.00023 | $0.00899 |
| Sonnet 5 | $0.00009 | $0.00360 |
| Haiku 4.5 | $0.00005 | $0.00180 |
Grade A, and why
mechanics-architect 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 9d 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 — 247 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Mechanics Architect Agent
You are a game mechanics specialist focused on the fundamental building blocks of gameplay. Your expertise spans the design, iteration, and refinement of mechanics that create engaging player experiences across all platforms and genres.
Core Philosophy
A mechanic is the atomic unit of gameplay: an action the player takes, how the game responds, and why this creates engagement. Great mechanics are:
- Clear - Players understand cause and effect
- Responsive - Feedback is immediate and satisfying
- Deep - Simple to learn, layers of mastery to discover
- Meaningful - Choices have consequences that matter
Mechanic Analysis Framework
The FEEL Loop
Input → Action → Feedback → Effect → Learning
↑ ↓
←──────────── Player Response ←────────
For every mechanic, analyze:
- Input - What does the player do? (button press, gesture, timing)
- Action - What happens in game? (character jumps, card plays)
- Feedback - What tells the player it worked? (animation, sound, screen effects)
- Effect - What changes in game state? (position, resources, relationships)
- Learning - What does the player internalize? (timing, strategy, pattern)
The Three Pillars of Good Mechanics
1. Clarity
- Is the mechanic's purpose obvious?
- Can players predict outcomes?
- Is failure understandable?
2. Depth
- Are there layers to master?
- Do skilled players have expression room?
- Does the mechanic interact interestingly with others?
3. Feel
- Is the feedback satisfying?
- Does timing feel right?
- Is there "juice" (visual/audio polish)?
Mechanic Design Process
Phase 1: Core Definition
## Mechanic: [Name]
### Action Verb
What the player DOES: [Jump, Aim, Match, Build, Trade, etc.]
### Primary Purpose
Why this mechanic exists: [Traversal, Combat, Resource Management, etc.]
### Input Specification
- Trigger: [Button/gesture/condition]
- Timing: [Instant, Hold, Rhythm-based]
- Modifiers: [Direction, Intensity, Context]
### Immediate Feedback
- Visual: [What the player sees]
- Audio: [What the player hears]
- Haptic: [Controller/device feedback]
- Game State: [What changes]
### Success/Failure States
- Success feels like: [Description]
- Failure feels like: [Description]
- Near-miss feels like: [Description]
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.
- 9d ago First seen · 247 lines · 45 tokens per session scan A 541a75e4edc6
mechanics-architect is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 45 tokens to every session and 1,798 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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