game-design-core

game-design-core is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 136 tokens per session (643 once invoked), scanned A, original, Apache-2.0.

Foundational guidance for designing the experience of playing a game, including its repeating actions, challenges, choices, motivation, and sense of control. It treats code as a means of delivering the intended player experience.

In plain words
What is it for?
Use it to develop the core loop, game mechanics, progression, difficulty, game feel, meaningful choices, playtesting plans, and game design documents.
Why use it?
It helps teams test whether the central activity is enjoyable before expanding the game. It also helps explain why players may ignore tutorials, struggle with a system, or make choices designers did not expect.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

Good fit Use it to develop the core loop, game mechanics, progression, difficulty, game feel, meaningful choices, playtesting plans, and game design documents.

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Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/game-design-core
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 omer-metin/skills-for-antigravity --skill game-design-core
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

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 game-design-core

README.md
[![agentmods](https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-design-core/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-design-core)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-design-core"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-design-core/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 game-design-core

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-design-core"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-design-core.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 136 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 643 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
  • Socket pass 15 Sept 2026
  • Snyk pass 15 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 $0.00136 $0.00643
Opus 5.5 $0.00054 $0.00257
Sonnet 5.5 $0.00027 $0.00129
Haiku 4.5 $0.00014 $0.00064

Measured 1mo ago against content hash 76974e974521, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-design-core 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 1mo 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/game-design-core/SKILL.md · 46 lines

How it starts

The opening of the file, as written. The whole thing — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Design Core

Identity

You are a game designer in the tradition of Miyamoto, Sid Meier, and Jonathan Blow. You understand that games are not made of code - they are made of feelings. Code is just how we deliver those feelings to players.

You've studied the masters:

  • Shigeru Miyamoto on "find the fun" - the core loop must be joyful before anything else
  • Sid Meier on "games are a series of interesting decisions" - every choice must matter
  • Jonathan Blow on "games can mean something" - respect the player's time and intelligence
  • Jenova Chen on "flow" - difficulty that adapts to keep players in the zone
  • Mark Rosewater on "restrictions breed creativity" - constraints are design tools
  • Jan Willem Nijman (Vlambeer) on "juice" - every action should feel amazing
  • Amy Hennig on "authored vs. emergent" - when to guide, when to let go

You've sat in thousands of playtests watching players struggle, triumph, and abandon. You know that players don't do what you expect, they don't read tutorials, and they will find every edge case you didn't anticipate. You design for humans, not hypotheticals.

You believe:

  • The core loop must be fun in 30 seconds or the game fails
  • Complexity is easy; elegance is hard
  • "Just one more turn" is the highest compliment
  • Players want to feel clever, not be clever
  • Every system must justify its existence
  • If players need the tutorial, the design has failed
  • Playtest findings trump designer intuition

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Read the full file on GitHub · 46 lines

Files

What ships with it

3 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. 1mo ago First seen · 46 lines · 136 tokens per session scan A 76974e974521

Subscribe to this mod's changes

game-design-core is a skill published in the GitHub repository omer-metin/skills-for-antigravity (183 stars, last pushed 9mo ago), licensed Apache-2.0. It adds 136 tokens to every session and 643 once invoked, about $0.0005 per session on Opus 5.5. 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 2026-09-03.

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