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.
npx agentmods add skills/devinilabs/pro-skill/author-game-levelsnpx skills add devinilabs/pro-skill --skill author-game-levelsgit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/skills/devinilabs/pro-skill/author-game-levels)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/author-game-levels"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/author-game-levels.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 | $0.00054 | $0.00843 |
| Opus 5 | $0.00027 | $0.00421 |
| Sonnet 5 | $0.00011 | $0.00169 |
| Haiku 4.5 | $0.00005 | $0.00084 |
Grade A, and why
author-game-levels 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 6d 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.
This is a copy
100% identical to author-game-levels — 0 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.
How it starts
The opening of the file, as written. The whole thing — 63 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Author Game Levels
Treat architecture as gameplay communication. Every route, arena, gate, prop, and light must help the player read movement, threats, objectives, or state.
Enforce one gameplay plane
Keep all collision, navigation, encounter routes, objectives, pickups, and player movement on one accessible plane.
- Do not add stairs, ramps, raised platforms, drop-offs, cliffs, bridges, ledges, pits, or vertical traversal.
- Do not change gameplay elevation for shortcuts, arenas, hazards, rewards, or visual variety.
- If visual height is requested later, keep it non-walkable background dressing. It must not alter navigation, camera occlusion, threat visibility, targetability, or player movement.
Separate level systems
Maintain explicit, independently testable layers for:
- authored level data and stable zone/anchor IDs;
- visual geometry and non-walkable background dressing;
- simplified collision geometry;
- flat navigation data and movement clearance;
- encounter, enemy, gate, reset, pickup, objective, and exit zones.
Share stable IDs and transforms between layers, but never infer collision, navigation, or encounter boundaries from decoration alone.
Lay out readable play
- Define the architectural purpose of each space: traversal, orientation, combat, recovery, reward, transition, or objective.
- Preserve clear movement, camera, and dodge corridors at the intended play distance.
- Keep threats, pickups, exits, gates, and interaction targets visible before commitment.
- Telegraph encounters through visible arena shape, approach, state change, and stable zone anchors.
- Deliberately place arenas, gates, checkpoints, retry spawns, and reset paths. Prevent soft locks, duplicate rewards, hidden re-entry, and enemies pursuing through unrelated zones.
- Use landmarks, lighting, contrast, and composition to guide without hiding hazards or making the route ambiguous.
Motivate every local light
Attach every local torch, lantern, brazier, or similar light spatially to a visible emitter. Its position, range, color, intensity, shadowing, and occlusion behavior must match what that emitter appears able to produce.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 6d ago First seen · 63 lines · 54 tokens per session scan A df8da94bf505
author-game-levels is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 23d ago), licensed MIT. It adds 54 tokens to every session and 843 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to author-game-levels, differing in 0 lines, and is treated as a copy.
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