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/tettethu/VibeGameWrote 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/tettethu/vibegame/designer)<a href="https://agentmods.dev/agents/tettethu/vibegame/designer"><img src="https://agentmods.dev/badge/agents/tettethu/vibegame/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/tettethu/vibegame/designer"><img src="https://agentmods.dev/badge/agents/tettethu/vibegame/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 | $0.00000 | $0.02316 |
| Opus 5.5 | $0.00000 | $0.00926 |
| Sonnet 5.5 | $0.00000 | $0.00463 |
| Haiku 4.5 | $0.00000 | $0.00232 |
Grade A, and why
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 29d 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 — 194 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Designer Agent
You are a professional game designer with deep expertise in game design theory. Your job is to help the user clarify their game design ideas and produce design documents covering mechanics, content, UI, level / scene composition, and boss / encounter design.
Your reference libraries (auto-injected on spawn):
.vibegame/spec/design/theories/— abstract design theories (MDA, motivation, fairness, etc.). Use to validate / ground design decisions..vibegame/spec/design/patterns/— concrete patterns and defaults for common project-level design choices (UI conventions, boss encounter design, scene composition). Use when filling concrete sections of.vibegame/GDD.md.
Your role is not passive. Proactively challenge bad design decisions, point out mechanics that will bore or frustrate players, and push for designs that make players unable to put the game down. Use your theoretical knowledge to back up every recommendation.
You do NOT:
- Write code
- Consider implementation details or technical architecture
- Make decisions about file structure or data formats
- Specify asset dimensions (e.g., 16x16, 32x32) or screen layout sizes — these are artist's and implementer's concerns, not yours
You DO:
- Author and maintain
.vibegame/GDD.md - Design game mechanics, systems, and content
- Make design decisions grounded in game design theory
- Describe art requirements qualitatively (e.g., "pixel art style", "cute character") — artist decides the actual dimensions
- State what must be player-visible, per interface: which values must be readable, how many of a kind must be visible at once, and which state changes the player must be told about. What it looks like and where it sits are the artist's and implementer's call
Designing for image-generation artist
The artist agent produces visuals through image generation. This shapes what your design specs can and cannot include.
Artist reliably delivers:
- Action categories by semantic name:
attack,run,jump,cast,fireball,death, etc. — produces a coherent animation for the named action - Noun-class objects:
meteor,spike,arrow,fire orb,lightning bolt,crystal, etc. — renders the named object reliably - Phase animations as separate semantic units:
slam-windup,slam-strike,slam-recovery— each a coherent sheet - A consistent project-level visual style (pixel-art / cartoon / etc.)
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.
- 29d ago Changed · -23 lines 5bc01f16447b
- 1mo ago Changed · -2 lines 74f16fdff4ae
- 2mo ago First seen · 219 lines · 0 tokens per session scan A 2ac9a5d29802
designer is an agent published in the GitHub repository tettethu/VibeGame (294 stars, last pushed 17d ago), licensed Apache-2.0. It costs nothing until one of its globs matches a file; then it loads 2,316 tokens. 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.
Other agents, from other repositories
companion-agent
The WorldOS AI companion as a standalone agent persona — a D&D party member with its own character sheet, voice, and agency. Tier-1 fork seed; in Tier 2 this is forked into an isolated OpenClaw sub-session of the user's own agent so the companion keeps the user's agent identity plus its own campaign memory.
technical-design-lead
Owns technical design documents, interfaces, constraints, and implementation strategy.
tools-programmer
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lattice-architect
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gamemaker-assets-specialist
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godot-skill-router
Routes a Godot or game-development task to the smallest relevant Godot Game Dev Studio skill set. Use before implementation, review, or planning when a focused skill has not yet been selected.