design-game-encounters

design-game-encounters is a skill for Codex from devinilabs/pro-skill. It costs 46 tokens per session (198 once invoked), scanned A, a copy of design-game-encounters, MIT.

A toolkit for designing and testing encounters in Three.js action games, including arenas, enemy waves, hazards, objectives, rewards, and boss phases.

In plain words
What is it for?
Use it to plan spawn timing and enemy roles, tune difficulty, define victory and retry cases, and test encounters on desktop and mobile.
Why use it?
It helps turn enemy encounters into readable challenges with clear player decisions, recovery opportunities, and predictable testing states.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to plan spawn timing and enemy roles, tune difficulty, define victory and retry cases, and test encounters on desktop and mobile.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/devinilabs/pro-skill/design-game-encounters
Install

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.

Any agent
npx skills add devinilabs/pro-skill --skill design-game-encounters
Clone the repo
git clone --depth 1 https://github.com/devinilabs/pro-skill

Made for: Codex.

Wrote 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.

agentmods badge for design-game-encounters

README.md
[![agentmods](https://agentmods.dev/badge/skills/devinilabs/pro-skill/design-game-encounters.svg)](https://agentmods.dev/skills/devinilabs/pro-skill/design-game-encounters)
Your own site
<a href="https://agentmods.dev/skills/devinilabs/pro-skill/design-game-encounters"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/design-game-encounters.svg" alt="Measured on agentmods" height="20"></a>
Per session 46 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 198 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 100% copy Near-identical to another mod in the catalogue.
Token cost

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.

ModelPer sessionOnce invoked
Fable 5.1 $0.00046 $0.00198
Opus 5 $0.00023 $0.00099
Sonnet 5 $0.00009 $0.00040
Haiku 4.5 $0.00005 $0.00020

Measured 8d ago against content hash 0cb2da5d4fbc, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

design-game-encounters 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 8d 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.

Origin

This is a copy

100% identical to design-game-encounters — 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.

agent-skills/game-development/design-game-encounters/SKILL.md · 21 lines

What it actually says

Design Game Encounters

Design encounters as decisions, not actor counts.

Compose

Define objective, available space, enemy roles, spawn timing, hazards, player resources, exits, failure recovery, and reward. Add one pressure source at a time; require each archetype to create a distinct response.

Keep it fair

Protect readable paths, telegraphs, camera sight lines, and recovery windows. Cap simultaneous committed attackers and avoid offscreen damage, unavoidable chains, or encounter resets that duplicate rewards.

Validate

Create deterministic starts for low resources, each wave, boss phase, victory, and death/retry. Test desktop and mobile at the real camera distance, then adjust composition from observed decisions rather than raw completion time.

Files

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.

Changes

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.

  1. 8d ago First seen · 21 lines · 46 tokens per session scan A 0cb2da5d4fbc

Subscribe to this mod's changes

design-game-encounters is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 26d ago), licensed MIT. It adds 46 tokens to every session and 198 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to design-game-encounters, differing in 0 lines, and is treated as a copy.