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/commands/sponticelli/gamedev-claude-plugins/difficulty-curve)<a href="https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/difficulty-curve"><img src="https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/difficulty-curve.svg" alt="Measured on agentmods" 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 | $0.00010 | $0.01013 |
| Opus 5 | $0.00005 | $0.00507 |
| Sonnet 5 | $0.00002 | $0.00203 |
| Haiku 4.5 | $0.00001 | $0.00101 |
Grade A, and why
difficulty-curve 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 7d 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 — 157 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Difficulty Curve Generator
Create a dynamic difficulty adjustment system design.
Context Gathering
Before generating the difficulty curve, understand the game:
Analyze Game Type
- What genre is the game?
- What creates challenge? (Combat, puzzles, platforming)
- What's the skill ceiling?
- How long is the game?
Understand Target Audience
- Who is this game for?
- What skill range do you expect?
- Is accessibility a priority?
- Competitive or casual focus?
Check Existing Balance
- What difficulty options exist?
- What's been tuned already?
- What do playtesters struggle with?
- What feels too easy?
Identify Adjustable Elements
- What can change to affect difficulty?
- What should NOT change?
- What's visible vs invisible?
- What's per-attempt vs per-session?
Use this context to design appropriate difficulty system.
Output Format
# Difficulty System: [Game Name]
## Overview
**Approach:** [Fixed/Adaptive/Hybrid]
**Player control:** [Full/Partial/None]
**Adjustment speed:** [Aggressive/Moderate/Gentle]
## Difficulty Levels (if explicit)
| Level | Target Audience | Key Differences |
|-------|-----------------|-----------------|
| [Easy] | [Who] | [What changes] |
| [Normal] | [Who] | [Baseline] |
| [Hard] | [Who] | [What changes] |
## Player Skill Tracking
### Metrics
| Metric | Weight | Collection |
|--------|--------|------------|
| [Metric] | [Importance] | [How measured] |
### Skill Estimation
**Formula:** [How skill is calculated]
**Window:** [How much history is used]
**Smoothing:** [How spikes are handled]
### Performance Bands
| Band | Skill Range | Response |
|------|-------------|----------|
| [Struggling] | [0-X] | [Easier] |
| [Appropriate] | [X-Y] | [Maintain] |
| [Dominating] | [Y-100] | [Harder] |
## Adjustment Mechanisms
### Enemy Adjustments
| Element | Easy | Normal | Hard | Adaptive Range |
|---------|------|--------|------|----------------|
| Health | [%] | 100% | [%] | [Min-Max %] |
| Damage | [%] | 100% | [%] | [Min-Max %] |
| Speed | [%] | 100% | [%] | [Min-Max %] |
| Count | [%] | 100% | [%] | [Min-Max %] |
### Player Adjustments
| Element | Easy | Normal | Hard | Adaptive Range |
|---------|------|--------|------|----------------|
| Health | [%] | 100% | [%] | [Min-Max %] |
| Damage | [%] | 100% | [%] | [Min-Max %] |
| Resources | [%] | 100% | [%] | [Min-Max %] |
### System Adjustments
| Element | Effect | When Applied |
|---------|--------|--------------|
| [Element] | [What changes] | [Trigger] |
## Target Experience
### Flow Metrics
| Metric | Target | Too Low | Too High |
|--------|--------|---------|----------|
| Death rate | [X/hr] | Increase diff | Decrease diff |
| Time per encounter | [Xm] | [Action] | [Action] |
| Resource usage | [X%] | [Action] | [Action] |
### Pacing Curve
Challenge ↑ │ ╱╲ ╱╲ │ ╱ ╲ ╱ ╲ │ ╱ ╲ ╲ │╱ ╲ └─────────────────────────→ Tutorial Mid-game End
## Special Rules
### Mercy Mechanics
| Trigger | Action | Reset |
|---------|--------|-------|
| [X deaths on boss] | [Reduce boss health] | [After victory] |
### Skill Gate Protection
[What prevents trivializing key challenges]
### Anti-Exploit
[What prevents gaming the system]
## Transparency
### Shown to Player
[What player sees about difficulty]
### Hidden from Player
[What adjusts invisibly]
## Implementation
### When to Adjust
**Check frequency:** [Every X seconds/On death/etc.]
**Apply timing:** [Immediately/Next encounter/etc.]
### Bounds
**Floor:** [Minimum difficulty regardless of struggle]
**Ceiling:** [Maximum difficulty regardless of skill]
## Verification
**Test scenarios:** [How to verify it works]
**Telemetry:** [What to track]
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.
- 7d ago First seen · 157 lines · 10 tokens per session scan A f20c8256218d
difficulty-curve is a command published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 10 tokens to every session and 1,013 once invoked, about $0.0001 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.
Other commands, from other repositories
sim
Run the EmbodiedGen simulation rendering workflow with sim-cli.
cert-check
Review the current state against certification and platform compliance expectations.
combat-design
Design or revise combat rules, variables, readability, and tuning direction.
ui-flow-review
Review menus, HUD, navigation, and player flow from a UX perspective.
status
Show 3d-design team status and recent activity.
unity-optimize
Profile and optimize performance — uses MCP profiler for frame timing, memory, rendering stats. Identifies bottlenecks and applies fixes.