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 rondorkerin/gamestack --skill level-designgit clone --depth 1 https://github.com/rondorkerin/gamestackWrote 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/rondorkerin/gamestack/level-design)<a href="https://agentmods.dev/skills/rondorkerin/gamestack/level-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/level-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/rondorkerin/gamestack/level-design"><img src="https://agentmods.dev/badge/skills/rondorkerin/gamestack/level-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 | $0.00182 | $0.00865 |
| Opus 5.5 | $0.00073 | $0.00346 |
| Sonnet 5.5 | $0.00036 | $0.00173 |
| Haiku 4.5 | $0.00018 | $0.00086 |
Grade A, and why
level-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 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.
How it starts
The opening of the file, as written. The whole thing — 42 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Level Design
How to craft a level — or generate one — that guides players through space so they always know where to go and why, teaches through the environment instead of a tutorial pop-up, paces intensity as a rhythm of peaks and valleys, and validates all of it in blockmesh before a single art asset is committed.
Tier: universal craft (→
gamestack-core). Applies to every genre that has levels, rooms, or encounters. The macro/world spatial layer lives inopen-world-design; this skill owns the level/encounter craft.
When to use this
- Laying out a level or zone — structure type, critical path, arenas, shortcuts
- Designing or auditing wayfinding (players getting lost or marker-following)
- Authoring antepieces and teaching sequences for new mechanics
- Designing or diagnosing encounter/arena propositions
- Plotting and tuning in-level intensity curves
- Specifying a blockmesh-first process a generator can follow
Scope
This skill owns the level/encounter spatial craft layer. Adjacent concerns live in sibling skills:
- The macro/world spatial layer (terrain, biomes, world-map layout, exploration pull) →
open-world-design - What to generate and how to validate generated content →
procedural-generation,procgen-review - Combat-specific feel (hit-stop, telegraphing, enemy feel) within arenas →
combat-design - In-level pacing as part of a session-wide arc →
pacing-and-the-player-journey - Signposting, landmarks, signal color, silhouette →
art-direction-and-readability - Teaching through space as part of the onboarding arc →
onboarding-and-teaching - General reward/flow/motivation theory →
game-design-fundamentals
How the pieces fit
GUIDE.md— the cited why, in six sub-domains: guidance language (critical path, breadcrumbing, leading lines, weenies, light/color, affordances); structure & gating (structural types, lock-and-key, interconnection/shortcuts, Metroidvania loop); teaching through space (antepiece, intro→develop→twist→conclude, the gym); encounter/arena design (arena proposition, cover, chokepoints, flanking, verticality); in-level pacing (intensity curve, rest beats, reward placement); and the greybox process (blockmesh, metrics, playtest iteration). Each rule carries an exemplar + source, a test-for criterion, the named failure mode, and the procedural/headless implication.CHECKLIST.md— Do/Don't + machine-checkable Test-for criteria, grouped by sub-domain. Written to be enforced as validators in a generation loop.
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.
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.
- 1mo ago First seen · 42 lines · 182 tokens per session scan A 43b1db7aa3e9
level-design is a skill published in the GitHub repository rondorkerin/gamestack (30 stars, last pushed 3mo ago), licensed MIT. It adds 182 tokens to every session and 865 once invoked, about $0.0007 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 2026-08-30.
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