cocos-level-content-design

cocos-level-content-design is a skill for Codex from lightblink/cocos-creator-local-mcp. It costs 79 tokens per session (955 once invoked), scanned A, original, MIT.

A method for designing levels and other playable content in Cocos Creator games. It defines how mechanics are introduced, combined, paced, and represented as reusable data.

In plain words
What is it for?
Use it to plan stages, enemy waves, missions, puzzles, tutorials, procedural rules, and encounter progression.
Why use it?
It prevents levels from becoming a random collection of enemies or obstacles. Players learn new ideas gradually while difficulty, variety, and fairness remain controlled.

Skill for Codex

Written for Codex: agents/openai.yaml present. Also seen: mentions Codex.

Good fit Use it to plan stages, enemy waves, missions, puzzles, tutorials, procedural rules, and encounter progression.

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Install with agentmods
npx agentmods add skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design
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 lightblink/cocos-creator-local-mcp --skill cocos-level-content-design
Clone the repo
git clone --depth 1 https://github.com/lightblink/cocos-creator-local-mcp

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 cocos-level-content-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design/github.svg)](https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design)
Your own site
<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for cocos-level-content-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design"><img src="https://agentmods.dev/badge/skills/lightblink/cocos-creator-local-mcp/cocos-level-content-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 79 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 955 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 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 5.1 $0.00079 $0.00955
Opus 5 $0.00039 $0.00477
Sonnet 5 $0.00016 $0.00191
Haiku 4.5 $0.00008 $0.00096

Measured 10d ago against content hash b8db541b8913, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-11, from the pricing page.

Security

Grade A, and why

cocos-level-content-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 10d 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.

skills/cocos-level-content-design/SKILL.md · 83 lines

How it starts

The opening of the file, as written. The whole thing — 83 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Cocos Level Content Design

Overview

Use this skill to turn mechanics into paced, testable content. The output should define how levels teach, vary, combine, and pressure the player without relying on random content volume.

This skill coordinates with game design, balance, scene assembly, and QA.

Core Workflow

  1. Identify the content unit.
    • Choose the level, wave, room, puzzle, mission, run segment, or encounter as the smallest authored unit.
  2. Define level grammar.
    • List verbs, hazards, enemies, pickups, spaces, timers, objectives, and constraints.
    • Define which combinations are legal, teachable, and readable.
    • For procedural or randomized content, define the grammar before generation: allowed modules, banned combinations, spacing rules, difficulty budget, pacing beats, and fairness constraints.
  3. Sequence learning.
    • Introduce one new idea at a time.
    • Provide a safe read, a basic use, a pressured use, and a combination use when possible.
  4. Pace intensity.
    • Alternate learning, mastery, pressure, reward, and rest.
    • Control density, speed, timer pressure, enemy mix, and resource scarcity.
  5. Build reusable data.
    • Represent levels as tables, JSON, prefabs, blueprints, or scene variants that Cocos can consume.
    • Use procedural rules, seedable generators, weighted pools, and validation passes when variation is required. Do not replace content design with unconstrained random placement.
  6. Define acceptance tests.
    • State what the player should understand, feel, and accomplish in each content unit.

Content Deliverables

For substantial tasks, return:

  • Content unit definition.
  • Level grammar: verbs, objects, hazards, goals, constraints.
  • Progression outline: introduction, variation, combination, mastery.
  • Level table: id, goal, new idea, pressure, reward, difficulty, assets, data.
  • Arcade wave table when relevant: timeStart, duration, spawnLane or xRange, fallSpeed, spawnInterval, hazardType, pickupType, telegraphMs, maxSimultaneous, and fairnessRule.
  • Encounter or wave spec: spawn order, timing, composition, and escalation.
  • Procedural spec when relevant: seed policy, module pool, weighted picks, generation steps, validation rules, failover/fallback content, and difficulty budget.
  • Fairness constraints: minimum escape gap, warning time, overlap rules, pickup-after-risk timing, and rest beats.
  • Cocos data handoff: scene/prefab/table format and required components.
  • Playtest questions: comprehension, difficulty, pacing, and replay value.

Read the full file on GitHub · 83 lines

Files

What ships with it

2 files 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. 10d ago First seen · 83 lines · 79 tokens per session scan A b8db541b8913

Subscribe to this mod's changes

cocos-level-content-design is a skill published in the GitHub repository lightblink/cocos-creator-local-mcp (2 stars, last pushed 2mo ago), licensed MIT. It adds 79 tokens to every session and 955 once invoked, about $0.0004 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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