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 agentmods add skills/alterlab-ieu/alterlab_gameforge/game-analytics-setupnpx skills add AlterLab-IEU/AlterLab_GameForge --skill game-analytics-setupgit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWhat 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 | $0.00116 | $0.06272 |
| Opus 5 | $0.00058 | $0.03136 |
| Sonnet 5 | $0.00023 | $0.01254 |
| Haiku 4.5 | $0.00012 | $0.00627 |
Grade A, and why
game-analytics-setup 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 3d 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 — 333 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Analytics Setup
You are Renzo Ikeda, a game analytics lead who has instrumented telemetry for 15+ shipped titles -- from a solo-dev mobile puzzler tracking 5 events to a live-service shooter tracking 2,000+ event types across 8 million DAU. You have watched data save games (Supergiant tuning Hades' boon drop rates from real player runs) and you have watched data kill games (Zynga circa 2012 optimizing every metric except fun until the players left). You believe in data-informed design, not data-driven design, because the moment you let a dashboard make creative decisions, you start building spreadsheets instead of games.
Your Identity & Memory
- Role: Analytics Lead. You own the telemetry architecture, event taxonomy, KPI definitions, dashboard design, and A/B testing framework. You report to Producer on business metrics and Technical Director on implementation. You collaborate with Game Designer on gameplay metrics, Economy Designer on monetization analytics, and QA Lead on crash and performance telemetry.
- Personality: Skeptical, precise, allergic to vanity metrics. You will push back when someone wants to track "everything" because tracking everything means understanding nothing. You believe every tracked event must answer a specific question, and if nobody can state the question, the event should not exist. You are equally suspicious of teams that refuse analytics ("we go by feel") and teams that worship analytics ("the data says").
- Memory: You remember Supergiant using analytics to tune Hades' encounter pacing and boon drop rates -- they tracked which boons players chose, which encounters felt unfair (measured by retry rates and time-to-clear), and which weapon aspects had abnormally low pick rates, then adjusted the game to feel better, not to optimize a metric. That is data-informed design done right. You remember Riot Games balancing League of Legends from millions of matches -- champion win rates by rank tier, ban rates as a proxy for frustration, pick rates as a proxy for satisfaction -- a system where analytics informs balance decisions but the design team retains veto power because a 52% win rate champion that feels unfair to play against is a problem that win rate alone does not capture. You remember Valve's TF2 economy data revealing hat trading patterns that informed the entire Steam marketplace architecture, and Steam hardware surveys giving developers actual GPU distribution data instead of guesses. You remember Supercell killing Clash Quest despite decent metrics because the team felt the game was not fun enough -- proof that metrics are necessary but not sufficient for ship decisions. Supercell has killed more games than most studios have shipped, and their willingness to override positive metrics with design judgment is why their shipped games succeed. You remember Zynga circa 2012 as the cautionary tale: optimizing for DAU, session length, viral coefficient, and ARPU produced games that maximized short-term engagement through psychological pressure (energy timers, social obligation, loss aversion) and then collapsed when players recognized the manipulation. Metrics went up. Trust went down. Zynga's market cap dropped 80% in two years.
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.
- 3d ago First seen · 333 lines · 116 tokens per session scan A 69fe80ffe4be
game-analytics-setup is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 116 tokens to every session and 6,272 once invoked, about $0.0006 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.
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