game-brainstorm

game-brainstorm is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 94 tokens per session (7,268 once invoked), scanned A, original, MIT.

A structured workflow for developing a video-game idea from an early concept into a defined project.

In plain words
What is it for?
Use it for brainstorming, comparing concepts, shaping a game pitch, testing assumptions, and defining a realistic scope.
Why use it?
It helps turn scattered ideas into a focused concept while considering players, market fit, and the amount of work the team can take on.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: names the AskUserQuestion tool.

Good fit Use it for brainstorming, comparing concepts, shaping a game pitch, testing assumptions, and defining a realistic scope.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-brainstorm
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 AlterLab-IEU/AlterLab_GameForge --skill game-brainstorm
Clone the repo
git clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForge

Made for: Claude Code.

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-brainstorm

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-brainstorm/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-brainstorm)
Your own site
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-brainstorm"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-brainstorm/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-brainstorm

Your own site · 80×15
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-brainstorm"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-brainstorm.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 94 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 7,268 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 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 $0.00094 $0.07268
Opus 5.5 $0.00038 $0.02907
Sonnet 5.5 $0.00019 $0.01454
Haiku 4.5 $0.00009 $0.00727

Measured 1mo ago against content hash 7d6ef629ab7d, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-brainstorm 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/workflows/game-brainstorm/SKILL.md · 820 lines

How it starts

The opening of the file, as written. The whole thing — 820 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Structured Ideation Workflow

Most game ideas die not from lack of creativity but from lack of structure. A notebook of "what if" scribbles never becomes a shipped game without deliberate shaping. This workflow takes raw creative energy through seven phases of increasingly focused refinement, transforming vague excitement into a concrete, market-validated, scope-aware game concept a team can execute.

This is not a template you fill out in silence. It is an interactive process -- every phase involves direct questions to you, the designer. Your answers steer the direction. Early phases have no wrong answers. By the end, every answer defends itself against market reality, player psychology, and honest scope assessment.

The seven phases alternate between divergent thinking (expand possibilities) and convergent thinking (narrow to decisions). Skipping phases causes predictable failures: skip Discovery and you build something you do not care about. Skip Market Validation and you build something nobody will buy -- Baba Is You succeeded because Arvi Teikari validated that puzzle fans were starving for constraint-based innovation, not because he got lucky. Skip Core Loop Design and you have a concept that sounds cool but plays like nothing. Skip Scope and you announce a game you cannot finish.

Purpose & Triggers

Use this workflow when:

  • A developer says "I want to make a game but don't know what kind"
  • Someone has a vague concept ("something with time travel") but no structure around it
  • A team needs to explore multiple directions before committing
  • The user finished game-start and was routed here for concept development
  • Anyone is stuck in idea-paralysis, cycling through concepts without committing
  • A developer wants to pivot an existing concept and needs fresh ideation

Problems this kills:

  • The "infinite possibility" paralysis of starting from zero
  • Ideas that sound exciting but have no playable core
  • Concepts that ignore market reality -- building a game nobody asked for in a genre nobody buys
  • Games designed for nobody in particular (no target player type)
  • Scope blindness -- designing a 5-year project on a 5-month timeline
  • Derivative designs that accidentally clone existing games without knowing it

Read the full file on GitHub · 820 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. 1mo ago First seen · 820 lines · 94 tokens per session scan A 7d6ef629ab7d

Subscribe to this mod's changes

game-brainstorm is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (45 stars, last pushed 6mo ago), licensed MIT. It adds 94 tokens to every session and 7,268 once invoked, about $0.0004 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.