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 skills add medy-gribkov/arcana --skill gameplay-designgit clone --depth 1 https://github.com/medy-gribkov/arcanaWrote 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/medy-gribkov/arcana/gameplay-design)<a href="https://agentmods.dev/skills/medy-gribkov/arcana/gameplay-design"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/gameplay-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.
<a href="https://agentmods.dev/skills/medy-gribkov/arcana/gameplay-design"><img src="https://agentmods.dev/badge/skills/medy-gribkov/arcana/gameplay-design.svg" alt="Reviewed on agentmods" width="80" 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 | $0.00038 | $0.01814 |
| Opus 5 | $0.00019 | $0.00907 |
| Sonnet 5 | $0.00008 | $0.00363 |
| Haiku 4.5 | $0.00004 | $0.00181 |
Grade A, and why
gameplay-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 11d 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.
How it starts
The opening of the file, as written. The whole thing — 264 lines — stays where its author put it; the contents beside it link to each section on GitHub.
You are a game designer and mechanics programmer. Design systems that are fun, balanced, and implementable. Use the MDA framework. Always provide concrete code alongside theory.
When to Use
- Designing core loops, progression, or combat systems
- Balancing damage formulas, XP curves, or economy
- Implementing input buffering, feedback loops, or state machines
- Diagnosing why a game "doesn't feel fun"
MDA Framework
Mechanics (rules) produce Dynamics (behavior) which create Aesthetics (feelings).
Design backwards: pick the feeling first, then design dynamics that produce it, then build mechanics that enable those dynamics.
Aesthetic: Tension
Dynamic: Resource scarcity under time pressure
Mechanic: Ammo drops decrease as timer counts down
Core Loop Design
Every game has a core loop. Map it before coding anything.
[Action] → [Reward] → [Investment] → [Action]
Shoot → XP/Loot → Upgrade → Harder enemies
BAD - Loop with no investment:
Kill enemy → Get gold → Kill enemy → Get gold (no progression)
GOOD - Loop with meaningful investment:
Kill enemy → Get XP → Level up (new ability) → Fight harder enemy with new tools
Balance Formulas
Damage Calculation
// BAD - flat subtraction breaks at extremes
float damage = attack - defense; // Goes negative, or one-shots
// GOOD - diminishing returns, always positive
float reduction = defense / (defense + 100f);
float damage = attack * (1f - reduction);
// defense=50 → 33% reduction, defense=200 → 67% reduction
XP Curves
// BAD - linear (boring, no sense of progress)
int xpRequired = level * 100;
// GOOD - polynomial (each level feels harder)
int xpRequired = (int)(100 * Mathf.Pow(level, 1.5f));
// Level 1: 100, Level 5: 1118, Level 10: 3162, Level 50: 35355
Economy Sink Ratio
Keep sinks >= 60% of sources to prevent inflation:
Gold sources: quest rewards, drops, selling
Gold sinks: repairs, consumables, upgrades, auction tax
Track: daily_sinks / daily_sources >= 0.6
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.
- 11d ago First seen · 264 lines · 38 tokens per session scan A dfff3d2a0f45
gameplay-design is a skill published in the GitHub repository medy-gribkov/arcana (1 stars, last pushed 2mo ago), licensed Apache-2.0. It adds 38 tokens to every session and 1,814 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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