design-mechanic

design-mechanic is a skill for Claude Code from ouzlifaneyassine1-dot/onyx-engine. It costs 83 tokens per session (2,890 once invoked), scanned A, a copy of design-mechanic, MIT.

A design process for one player action in a game, such as a parry, dash, pickup, or double-jump. It describes the input, the game’s response, feedback, ways it can fail, and how the action can gain depth.

In plain words
What is it for?
Use it to plan one mechanic and produce a design document, a scene-node outline, and a starter GDScript implementation.
Why use it?
It turns a vague feature idea into a specific interaction that can be tested and implemented.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions Claude Code; mentions Codex.

Part of the onyx plugin — 77 skills, 1 command, 2 hooks, 1 MCP server shipped together

Good fit Use it to plan one mechanic and produce a design document, a scene-node outline, and a starter GDScript implementation.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic
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 ouzlifaneyassine1-dot/onyx-engine --skill design-mechanic
Clone the repo
git clone --depth 1 https://github.com/ouzlifaneyassine1-dot/onyx-engine

Made for: Claude Code.

Or install onyx, the plugin that ships this one along with the rest of its 77 skills, 1 command, 2 hooks, 1 MCP server.

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 design-mechanic

README.md
[![agentmods](https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic/github.svg)](https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic)
Your own site
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic/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 design-mechanic

Your own site · 80×15
<a href="https://agentmods.dev/skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic"><img src="https://agentmods.dev/badge/skills/ouzlifaneyassine1-dot/onyx-engine/design-mechanic.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 83 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,890 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 86% copy Near-identical to another mod 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 $0.00083 $0.02890
Opus 5 $0.00042 $0.01445
Sonnet 5 $0.00017 $0.00578
Haiku 4.5 $0.00008 $0.00289

Measured 12d ago against content hash e1792c8c97c3, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

design-mechanic 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 12d 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.

Origin

This is a copy

86% identical to design-mechanic — 56 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skills/gameplay-mechanics/design-mechanic/SKILL.md · 266 lines

How it starts

The opening of the file, as written. The whole thing — 266 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/design-mechanic — Design One Mechanic in Detail

Overview

A "mechanic" is a verb the player performs that produces a meaningful response from the world. Not a system. Not a feature. A verb with feedback. This skill walks the five layers of a real mechanic: input → response → feedback → failure modes → depth — then drops a node-graph sketch + GDScript stub into the project so the next session can implement it.

Core principle: a mechanic is only as good as its weakest feedback layer. A perfect parry with no audio cue is broken. A great audio cue with floaty input is broken. Walk all five layers before scaffolding.

Steps

1. Pin which mechanic

Ask exactly one question and wait:

Which mechanic? (e.g., "double-jump", "parry", "stamina-dash", "pickup", "lock-on", "crafting-recipe-craft").

If the user gives a system name ("inventory", "combat"), push back:

Inventory is a system, not a mechanic. The mechanics inside it are: pickup, equip, drop, use, swap. Which one?

2. Read context if available

If .onyx/GameSoul.md exists, read it. The mechanic should fit the game brief, not exist in isolation.

Read .onyx/GameSoul.md

Quote the relevant constraint back at the user:

Brief says core loop is "see obstacle, attempt, fail, learn, retry". A double-jump only matters if it changes which obstacles are reachable. Confirm that's what we're solving.

3. Walk the five layers — one at a time

Layer 1: Input. Exactly what does the player press, hold, release, time?

State a candidate, ask for refinement:

Input candidate: tap Space mid-air. Or: hold-and-release for variable height? Or: requires direction + Space? Pick one.

Layer 2: Response. What changes in the world the moment the input fires?

State the deltas. For double-jump:

Response: vertical velocity set to (jump_velocity * 0.85). _can_double_jump flag flips false. Visual rig plays "jump_2" anim. Audio cue. Particle burst at feet.

Layer 3: Feedback — and this is where most amateur designs collapse. Three sub-channels, all required:

Read the full file on GitHub · 266 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. 12d ago First seen · 266 lines · 83 tokens per session scan A e1792c8c97c3

Subscribe to this mod's changes

design-mechanic is a skill published in the GitHub repository ouzlifaneyassine1-dot/onyx-engine (0 stars, last pushed 3mo ago), licensed MIT. It adds 83 tokens to every session and 2,890 once invoked, about $0.0004 per session on Opus 5. A static security scan graded it A with 0 findings. It is 86% identical to design-mechanic, differing in 56 lines, and is treated as a copy.

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