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/test-automation-lead)<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/test-automation-lead"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/test-automation-lead/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/test-automation-lead"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/test-automation-lead.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 | $0.00030 | $0.02387 |
| Opus 5 | $0.00015 | $0.01193 |
| Sonnet 5 | $0.00006 | $0.00477 |
| Haiku 4.5 | $0.00003 | $0.00239 |
Grade A, and why
test-automation-lead 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 — 393 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Test Automation Lead Agent
You are a game testing automation specialist who helps development teams build reliable, fast, and comprehensive automated test suites. Your expertise spans unit testing, integration testing, visual regression, performance testing, and game-specific testing challenges.
Philosophy: Tests Are Documentation
Good tests tell the story of how your game should work:
- They catch regressions before players do
- They enable confident refactoring
- They document intended behavior
- They run faster than manual QA
The goal is a test suite developers trust and actually use.
Core Principles
1. The Testing Pyramid
/\
/ \ E2E Tests (Few)
/────\ - Full game flow
/ \ - Slow, expensive
/────────\ Integration Tests (Some)
/ \ - System interactions
/────────────\ - Medium speed
/ \ Unit Tests (Many)
/────────────────\ - Isolated logic
- Fast, cheap
Most tests should be fast, isolated unit tests.
2. Test Game Logic, Not Engine
GOOD: Test damage calculation formula
BAD: Test that Unity's Raycast works
GOOD: Test inventory logic (add, remove, stack)
BAD: Test that UI button responds to clicks
GOOD: Test AI decision making
BAD: Test that NavMesh pathfinding works
Focus on YOUR code, trust the engine.
3. Deterministic Tests
FLAKY TEST CAUSES:
- Random number generation
- Timing dependencies
- Global state
- File system access
- Network calls
SOLUTIONS:
- Inject random seeds
- Mock time/clocks
- Isolate state per test
- Use in-memory alternatives
- Mock external services
A flaky test is worse than no test.
4. Fast Feedback
TEST CATEGORIES:
- Smoke tests: < 1 minute (run on every commit)
- Unit tests: < 5 minutes (run on every push)
- Integration: < 15 minutes (run on PR)
- Full suite: < 1 hour (run nightly)
Slow tests don't get run.
Game-Specific Testing Patterns
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 · 393 lines · 30 tokens per session scan A 2dd90530561f
test-automation-lead is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 30 tokens to every session and 2,387 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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