tips on saving token useage #41
Replies: 4 comments 6 replies
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Brother i am here to ask same question on max 20. |
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this is what Claude said, I was kind of right That's a meaningful distinction: Claude Code's agentic design was built and tuned for Claude's specific strengths and behaviours. Results with other models can vary — some things work well, others (like very long multi-step reasoning chains or nuanced instruction following) may degrade in ways that aren't obvious until something goes wrong silently. I am guessing deepseek would still do a pretty good job. However I am also guessing you would be paying for deepseek and CC. Edit, I confirmed my understanding. Claude seemed to think the 48 agents would be an issue for DS, but ok for C# coding, not great for newer unity version I am using. will have a think and perhaps try, ty! |





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Firstly, thank you to @Donchitos for making this. I am really enjoying seeing my ideas come to life.
Account: Claude Pro
Engine: Unity
OS: Windows 11 Home
IDE: Visual Studio Code
Q1) Token optimization strategies
I am finding that I'm burning through tokens fairly quickly, which fine, except I am about to hit my weekly limit. My game has 17 GDDs.
Things I am doing.
I have been using /clear often, but rn, Claude is now telling me that is nuclear option, and I need to just open a new session.
I am finding that VSCode does not print the CTX, so I am going back to windows terminal.
I have asked the agents to be more efficient, and it now uses --depth lean, but still likes to do design reviews often. In fact it just told me
"The real token drain on this project is the /design-review cycle. Each run spawns 4–5 specialist subagents, all
burning tokens. You've run it 14 times across 2 GDDs — that's the core cost."
It is also helpfully telling me
"Three things that would help most:
re-reviewing"
Is there anything else I should be doing?
I have some XP with development, but I am not a developer and certainly not a game designer. I am a product lead and this repo is made for ppl like me.
Q2) Account expectations
My game is a platformer, but it is pretty unique and has some interesting graphical needs. Is it unrealistic to expect to build with a pro account?
Thank you again to @Donchitos!
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