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 | $0.00016 | $0.00440 |
| Sonnet 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 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 — 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.
- 9d 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 (2 stars, last pushed 5mo ago), licensed MIT. It adds 33 tokens to every session and 880 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 2026-08-31.
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