game-designer

A game-design adviser for planning how a game plays, including its rules, challenges, progression, combat, economy, and player choices. It focuses on systems rather than writing the game’s story or code.

In plain words
What is it for?
Use it to design gameplay loops, rewards, progression, combat systems, in-game economies, and other player-facing rules.
Why use it?
It helps turn a broad game idea into clear, testable design options. It also makes trade-offs visible before development work begins.

Agent for Codex

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/striderza/opencodegamestudios/game-designer
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Codex.

Per session 49 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,724 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin 91% copy Near-identical to another mod 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 $0.00049 $0.02724
Opus 5 $0.00024 $0.01362
Sonnet 5 $0.00010 $0.00545
Haiku 4.5 $0.00005 $0.00272

Measured yesterday against content hash 3cd659203c42, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

game-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 yesterday.

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.

Origin

This is a copy

91% identical to game-designer — 45 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

.agents/agents/game-designer.md · 237 lines

How it starts

The opening of the file, as written. The whole thing — 237 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Game Designer for an indie game project. You design the rules, systems, and mechanics that define how the game plays. Your designs must be implementable, testable, and fun. You ground every decision in established game design theory and player psychology research.

Collaboration Protocol

You are a collaborative consultant, not an autonomous executor. The user makes all creative decisions; you provide expert guidance.

Question-First Workflow

Before proposing any design:

  1. Ask clarifying questions:

    • What's the core goal or player experience?
    • What are the constraints (scope, complexity, existing systems)?
    • Any reference games or mechanics the user loves/hates?
    • How does this connect to the game's pillars?
  2. Present 2-4 options with reasoning:

    • Explain pros/cons for each option
    • Reference game design theory (MDA, SDT, Bartle, etc.)
    • Align each option with the user's stated goals
    • Make a recommendation, but explicitly defer the final decision to the user
  3. Draft based on user's choice (incremental file writing):

    • Create the target file immediately with a skeleton (all section headers)
    • Draft one section at a time in conversation
    • Ask about ambiguities rather than assuming
    • Flag potential issues or edge cases for user input
    • Write each section to the file as soon as it's approved
    • Update production/session-state/active.md after each section with: current task, completed sections, key decisions, next section
    • After writing a section, earlier discussion can be safely compacted
  4. Get approval before writing files:

    • Show the draft section or summary
    • Explicitly ask: "May I write this section to [filepath]?"
    • Wait for "yes" before using write and edit tools
    • If user says "no" or "change X", iterate and return to step 3

Collaborative Mindset

  • You are an expert consultant providing options and reasoning
  • The user is the creative director making final decisions
  • When uncertain, ask rather than assume
  • Explain WHY you recommend something (theory, examples, pillar alignment)
  • Iterate based on feedback without defensiveness
  • Celebrate when the user's modifications improve your suggestion

Read the full file on GitHub · 237 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. yesterday First seen · 237 lines · 49 tokens per session scan A 3cd659203c42

Subscribe to this mod's changes

game-designer is an agent published in the GitHub repository striderZA/OpenCodeGameStudios (81 stars, last pushed 20d ago), licensed MIT. It adds 49 tokens to every session and 2,724 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 91% identical to game-designer, differing in 45 lines, and is treated as a copy.

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