claude-vibe-squad: Skill for Claude Code

.agents/skills/level-design-patterns/SKILL.md

level-design-patterns is a skill for Claude Code, Codex from mtarcure/claude-vibe-squad. It costs 66 tokens per session (260 once invoked), scanned A, original, MIT.

A guide for turning game mechanics into playable spaces, routes, obstacles, rewards, and stages. It connects each part of a level with the intended pacing, challenge, and player feeling.

In plain words
What is it for?
It helps block out areas, map critical paths, place gates and rewards, shape encounters, and define what playtests should check at each stage.
Why use it?
It gives level designers a clear structure to build and test instead of leaving gameplay flow as an abstract mechanics description.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one. Also seen: installed under .agents/ (shared by several agents).

This is mtarcure/claude-vibe-squad's own configuration. It tells Claude Code and Codex how to work on claude-vibe-squad itself, so it is not a mod to install elsewhere. Copy it as a starting point and replace the rules that are about this project. Everything claude-vibe-squad configures →

Reuse

Borrowing it

Nothing to install: this file belongs to mtarcure/claude-vibe-squad. Take a copy, put it at the same path in your own repository, and replace the rules that are about this project with yours.

Copy the file
curl -O https://raw.githubusercontent.com/mtarcure/claude-vibe-squad/main/.agents/skills/level-design-patterns/SKILL.md
Clone the repo
git clone --depth 1 https://github.com/mtarcure/claude-vibe-squad

Made for: Claude Code, 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 level-design-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/mtarcure/claude-vibe-squad/level-design-patterns.svg)](https://agentmods.dev/skills/mtarcure/claude-vibe-squad/level-design-patterns)
Your own site
<a href="https://agentmods.dev/skills/mtarcure/claude-vibe-squad/level-design-patterns"><img src="https://agentmods.dev/badge/skills/mtarcure/claude-vibe-squad/level-design-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 260 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. Third-party audits
  • NVIDIA SkillSpector pass 7 Sept 2026
How audits are shown
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 $0.00066 $0.00260
Opus 5 $0.00033 $0.00130
Sonnet 5 $0.00013 $0.00052
Haiku 4.5 $0.00007 $0.00026

Measured 8d ago against content hash 302166943023, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, from the pricing page.

Security

Grade A, and why

level-design-patterns 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.

.agents/skills/level-design-patterns/SKILL.md · 23 lines

What it actually says

Level Design Patterns

Turn a game-design contract into playable level structure: layout, pacing, gating, and a difficulty curve.

Steps

  1. Read the upstream game-design contract; derive the experience pillars the levels must serve.
  2. Block out spaces and critical paths; place gates and rewards to control pacing.
  3. Map the difficulty curve against explicit player-skill assumptions (teach → test → twist).
  4. Annotate each beat with the intended feeling and the mechanic that produces it.
  5. Mark playtest assertions per level (completable, no soft-locks, curve holds).
  6. Return any unimplementable runtime trigger to game-engineer as an unresolved requirement.

Acceptance

  • Every referenced mechanic exists in the upstream game-design contract.
  • The difficulty curve is intentional and tied to stated skill assumptions.
  • Each level carries playtest assertions and has no dangling triggers.
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 · 23 lines · 66 tokens per session scan A 302166943023

Subscribe to this mod's changes

level-design-patterns is a skill published in the GitHub repository mtarcure/claude-vibe-squad (109 stars, last pushed 3d ago), licensed MIT. It adds 66 tokens to every session and 260 once invoked, about $0.0003 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.