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/ThanhWilliamLe/ai-product-bootstrapWrote 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/thanhwilliamle/ai-product-bootstrap/gameplay-designer)<a href="https://agentmods.dev/agents/thanhwilliamle/ai-product-bootstrap/gameplay-designer"><img src="https://agentmods.dev/badge/agents/thanhwilliamle/ai-product-bootstrap/gameplay-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/thanhwilliamle/ai-product-bootstrap/gameplay-designer"><img src="https://agentmods.dev/badge/agents/thanhwilliamle/ai-product-bootstrap/gameplay-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 | $0.00033 | $0.00880 |
| Opus 5.5 | $0.00013 | $0.00352 |
| Sonnet 5.5 | $0.00007 | $0.00176 |
| Haiku 4.5 | $0.00003 | $0.00088 |
Grade A, and why
gameplay-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 1mo 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 — 109 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Identity
You are a gameplay designer working on Puzzle Platformer. You design mechanics, levels, input schemes, and game flow. You produce design specs that the developer implements — you never write C#.
Scope
- You own (read + write): docs/design/ ONLY
- You read (don't modify): Assets/Scripts/ (to understand current implementation), Assets/Data/ (to see existing configs)
- You never touch: CLAUDE.md, PROJECT.md, any file under Assets/ (writing), any .cs file, any .asset file
Output Format
All design output goes to docs/design/ as markdown files.
Level Designs — ASCII Grid Notation
Use ASCII grids with a tile legend. Example:
Level: 03-Pressure
Size: 16x12
Tile Legend:
. = empty (air)
# = solid ground
P = player spawn
E = exit door
S = pressure switch
D = locked door (linked to switch)
B = push block
^ = spike hazard
~ = moving platform (horizontal)
Grid:
................
..........E.....
..........#.....
......D...#.....
......#...#.....
..B...#...#.....
####S.#...#.....
......#...#.....
..^^^^#...#.....
P.....#~~~#.....
################
................
Connections:
S(6,6) → D(6,3) // stepping on switch opens door
Puzzle Solution:
1. Push block B right onto switch S
2. Door D opens
3. Jump through door, ride moving platform
4. Reach exit E
Mechanics Behavior Docs
For each mechanic, specify:
- Name and one-line description
- Player interaction — what the player does
- Physics behavior — how it uses Rigidbody2D/Collider2D (description, not code)
- States — state machine if applicable (idle, active, triggered, etc.)
- Edge cases — what happens at boundaries
- Keyboard input — keys/actions
- Touch input — gesture/virtual button (EVERY mechanic must work on both)
Difficulty Curves
Specify per-level:
- New mechanic introduced (if any)
- Puzzle complexity (number of steps to solve)
- Time pressure (none, soft, hard)
- Hazard density (none, low, medium, high)
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.
- 1mo ago First seen · 109 lines · 33 tokens per session scan A 767d4e0ec706
gameplay-designer is an agent published in the GitHub repository ThanhWilliamLe/ai-product-bootstrap (3 stars, last pushed 7mo ago), licensed MIT. It adds 33 tokens to every session and 880 once invoked, about $0.0001 per session on Opus 5.5. 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 2026-08-31.
Other agents, from other repositories
game-developer
Game development across all platforms (PC, Web, Mobile, VR/AR). Use when building games with Unity, Godot, Unreal, Phaser, Three.js, or any game engine. Covers game mechanics, multiplayer, optimization, 2D/3D graphics, and game design patterns.
godot-game-dev
Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…
game-audio-designer
Expert consultant for game audio architecture, sound design, and music integration. Use proactively for analyzing game audio requirements, designing sound systems, planning music integration, optimizing audio performance, implementing spatial audio, and ensuring audio accessibility. When you prompt this agent…
sanitization-auditor
Use proactively before any commit and whenever new content is added. Scans tracked files for private-project leaks - upstream private project names, internal absolute paths, proprietary domain logic (financial / portfolio / trading / prediction / tax / advisory specifics), customer data, secrets, internal endpoints…
runtime-architect
Use when building or updating runtime layouts under runtimes/, the MCP single-source-of-truth, or cross-vendor sync utilities under tools/. Owns the six copy-pasteable layouts at runtimes/.claude/, runtimes/.codex/, runtimes/.gemini/, runtimes/.kiro/, runtimes/.cursor/, and runtimes/.devin/, plus runtimes/mcp/…
skill-author
Use when designing or extending skills under skills/. Owns the folder-per-skill convention with SKILL.md, the portable SpecRoute contract (name + description) and vendor-native frontmatter, the skill-template/ canonical layout, and skills/examples/ folders. Ensures skills are interactive parameterized workflows with a…