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-brainstormnpx skills add AlterLab-IEU/AlterLab_GameForge --skill game-brainstormgit clone --depth 1 https://github.com/AlterLab-IEU/AlterLab_GameForgeWrote 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/alterlab-ieu/alterlab_gameforge/game-brainstorm)<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="Measured on agentmods" 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 | $0.00094 | $0.07268 |
| Opus 5 | $0.00047 | $0.03634 |
| Sonnet 5 | $0.00019 | $0.01454 |
| Haiku 4.5 | $0.00009 | $0.00727 |
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 5d 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 — 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-startand 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
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.
- 5d ago First seen · 820 lines · 94 tokens per session scan A 7d6ef629ab7d
game-brainstorm is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 94 tokens to every session and 7,268 once invoked, about $0.0005 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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