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/jianchen08/agent-os-open/skill-solution-gamenpx skills add jianchen08/Agent-os-open --skill skill-solution-gamegit clone --depth 1 https://github.com/jianchen08/Agent-os-openWrote 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/jianchen08/agent-os-open/skill-solution-game)<a href="https://agentmods.dev/skills/jianchen08/agent-os-open/skill-solution-game"><img src="https://agentmods.dev/badge/skills/jianchen08/agent-os-open/skill-solution-game.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 | $0.00044 | $0.02253 |
| Opus 5 | $0.00022 | $0.01126 |
| Sonnet 5 | $0.00009 | $0.00451 |
| Haiku 4.5 | $0.00004 | $0.00225 |
Grade A, and why
游戏方案规划 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 yesterday.
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 — 164 lines — stays where its author put it; the contents beside it link to each section on GitHub.
游戏方案规划
本技能是流程指引,不是逐条打勾清单:按场景判断使用,遇不适用情况保持裁量,不机械执行。
描述
游戏设计类项目的方案规划技能。提供游戏设计文档(Game Design Document)、数值体系、关卡结构、系统交互等游戏特有要素的方案设计指导。替代统一模板中的通用章节,按游戏设计的专业维度组织方案内容。
适用场景
- 游戏设计项目的方案规划阶段
- 游戏设计文档(GDD)的初步方案产出
- 数值策划/关卡策划/系统策划的方案设计
方案内容框架
一、游戏愿景与定位
明确游戏的核心定位:
| 维度 | 说明 |
|---|---|
| 游戏类型 | RPG/ACT/AVG/SLG/休闲/放置/卡牌等,以及混合类型 |
| 核心体验 | 一句话描述玩家核心体验("让玩家感受到...") |
| 目标用户 | 玩家画像(年龄/偏好/游戏习惯/付费习惯) |
| 平台 | 端游/手游/网页/主机/多平台 |
| 风格定位 | 美术风格、音乐风格、叙事风格 |
| 对标产品 | 参考竞品、差异化方向 |
| 商业模型 | 付费/免费/内购/订阅/广告 |
二、核心玩法设计
游戏的核心玩法和循环机制:
| 维度 | 说明 |
|---|---|
| 核心循环 | 玩家的基本行为循环(如:探索→战斗→收集→成长→探索) |
| 游戏机制 | 核心机制列表,每个机制的触发条件和结果 |
| 操作方式 | 输入方式(触屏/键鼠/手柄)、交互模式 |
| 反馈系统 | 视觉/听觉/数值反馈设计原则 |
| 难度曲线 | 从新手到精通的难度增长设计 |
核心玩法设计原则:
- 易学难精:入门门槛低,深度足够
- 反馈即时:每个操作都有明确反馈
- 节奏感:张弛有度,避免持续高强度或持续平淡
- 策略深度:玩家有做选择和优化的空间
三、数值体系
游戏的数值设计是游戏策划的核心:
| 维度 | 说明 | 设计要点 |
|---|---|---|
| 属性系统 | 角色/物品/怪物的属性定义 | 属性间的克制关系、边际收益递减 |
| 成长曲线 | 玩家/角色的数值成长轨迹 | 平滑成长 vs 阶梯式突破 |
| 经济系统 | 货币体系、产出/消耗循环 | 防止通货膨胀、付费点设计 |
| 战斗公式 | 伤害计算/命中判定等关键公式 | 简单可预期、有策略变量 |
| 概率设计 | 抽卡/掉落/暴击等随机机制 | 保底机制、伪随机分布 |
| 平衡性 | PvP/PvE平衡、职业/流派平衡 | 动态平衡、版本调整策略 |
数值设计原则:
- 可感知:数值变化让玩家有明确的感受
- 可预期:玩家能大致预判数值变化带来的影响
- 可优化:给玩家留出数值优化的策略空间
- 可控制:运营可调节,有热更新/热修复的机制
四、系统设计
游戏各系统的功能定义和交互关系:
| 系统 | 核心功能 | 与其他系统交互 | 解锁条件 |
|---|---|---|---|
| 战斗系统 | 战斗流程、技能释放、AI行为 | 依赖属性系统、装备系统 | 初始可用 |
| 成长系统 | 升级、突破、技能树 | 消耗经济系统资源 | 初始可用 |
| 社交系统 | 好友、组队、公会、聊天 | 影响战斗(组队)、经济(交易) | 等级解锁 |
| 养成系统 | 装备/宠物/角色的收集和培养 | 消耗经济、影响数值 | 逐步解锁 |
| 活动系统 | 限时活动、日常/周常任务 | 产出资源、控制节奏 | 等级解锁 |
系统交互图参考:
经济系统 ←→ 养成系统 ←→ 战斗系统
↑ ↓
|←—→ 社交系统 ←—→ 成长系统
五、关卡与内容设计
| 维度 | 说明 |
|---|---|
| 关卡结构 | 章节/关卡/地图的层级关系 |
| 关卡目标 | 每个关卡的核心目标和玩法要素 |
| 场景设计 | 场景布局、障碍物、交互物、收集品 |
| 怪物配置 | 怪物类型、数量和AI行为模式 |
| 难度梯度 | 关卡间的难度递进策略 |
| 随机要素 | 地图随机生成/怪物随机配置/掉落随机 |
| 隐藏内容 | 彩蛋、隐藏关卡、收集要素 |
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.
- yesterday Changed · +6 lines 1bb261bcb671
- 6d ago First seen · 158 lines · 44 tokens per session scan A ef538ccd9e50
游戏方案规划 is a skill published in the GitHub repository jianchen08/Agent-os-open (5 stars, last pushed yesterday), licensed Apache-2.0. It adds 44 tokens to every session and 2,253 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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