level-design

level-design is a skill for Claude Code, Codex from kyh/vibedgames. It costs 117 tokens per session (1,788 once invoked), scanned A, original, MIT.

A set of methods for planning video-game levels, enemy waves, and arenas. It covers pacing, teaching game mechanics through the layout, and directing the player's attention.

In plain words
What is it for?
Use it to design hand-built or generated platforming levels, arenas, and endless-game waves. It helps place goals, paths, hazards, pickups, and visual cues.
Why use it?
It helps turn a level into a clear sequence that introduces an idea, tests it, changes it, and finishes it. It also reduces confusing layouts, empty stretches, and surprises that feel unfair.

Skill for Claude CodeCodex

Part of the game-craft plugin — 12 skills shipped together

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.

agentmods
npx agentmods add skills/kyh/vibedgames/level-design
Any agent
npx skills add kyh/vibedgames --skill level-design
Clone the repo
git clone --depth 1 https://github.com/kyh/vibedgames

Made for: Claude Code, Codex.

Or install game-craft, the plugin that ships this one along with the rest of its 12 skills.

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 level-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/kyh/vibedgames/level-design.svg)](https://agentmods.dev/skills/kyh/vibedgames/level-design)
Your own site
<a href="https://agentmods.dev/skills/kyh/vibedgames/level-design"><img src="https://agentmods.dev/badge/skills/kyh/vibedgames/level-design.svg" alt="Measured on agentmods" height="20"></a>
Per session 117 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,788 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found 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 $0.00117 $0.01788
Opus 5 $0.00059 $0.00894
Sonnet 5 $0.00023 $0.00358
Haiku 4.5 $0.00012 $0.00179

Measured 5d ago against content hash ac863b0d778f, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

level-design 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 5d 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.

plugins/game-craft/skills/level-design/SKILL.md · 123 lines

How it starts

The opening of the file, as written. The whole thing — 123 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Level design

Levels are authored arguments: each one teaches an idea, tests it, twists it, and concludes. These patterns apply equally to hand-built tilemaps and code-generated levels — generators should emit the same grammar.

Core rules

  • Four beats per level (kishōtenketsu — Hayashida, Super Mario 3D World): introduce the mechanic safely → develop with real stakes → twist (one variable flipped) → conclude with a capstone. One mechanic per level.
  • The level is the tutorial. First exposure to anything new cannot kill: show the crusher cycling over a pit you can't fall into. Never explain in text what geometry can teach (Hayashida; Thorson).
  • Pull with eyes, not arrows (the weenie — Rogers, via Disneyland): the goal or its marker visible from afar; leading lines (platform edges, coin trails) aimed along the critical path; one saturated accent color reserved for interactables; motion for anything that must not be missed.
  • Experiential density (Valve's Half-Life cabal): a stimulus — enemy, pickup, set piece — every few seconds of distance traveled, never timers. Audit generated levels for dead stretches >3–4s of travel.
  • Deaths are the player's fault: telegraph every threat (wind-up, audio cue, flash) and leave a readable escape. Surprise kills make players blame the game and quit (Valve).
  • Sawtooth difficulty: rise ~4–5 levels/waves, drop deliberately, rise from a higher floor. Every 4th–5th level is a victory lap remixing known elements. Rest stops (hazard-free screen, checkpoint, secret) after peaks.
  • Short rooms, instant retry for execution challenges: death costs <2s, respawn at room entry, no fade (Celeste).
  • Two routes per room where possible: safe-slow vs risky-fast with a reward on the risky one (Thorson). Asymmetric layouts — mirror-symmetric rooms read artificial.
  • Secrets reward attention, not pixel-hunting: signal with an anomaly — off-pattern tile, coin pointing into a wall.
  • Cut, don't patch: a room that's still broken after 2 iterations gets deleted (Thorson; Valve).

Read the full file on GitHub · 123 lines

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. 5d ago First seen · 123 lines · 117 tokens per session scan A ac863b0d778f

Subscribe to this mod's changes

level-design is a skill published in the GitHub repository kyh/vibedgames (55 stars, last pushed today), licensed MIT. It adds 117 tokens to every session and 1,788 once invoked, about $0.0006 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.

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