Getting it into your agent
This one installs as part of its plugin. Adding the marketplace and installing the plugin brings it with everything else the plugin ships.
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge/plugin install 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-design-review)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-design-review"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-design-review/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/alterlab-ieu/alterlab_gameforge/game-design-review"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-design-review.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 | $0.00088 | $0.04289 |
| Opus 5.5 | $0.00035 | $0.01716 |
| Sonnet 5.5 | $0.00018 | $0.00858 |
| Haiku 4.5 | $0.00009 | $0.00429 |
Grade A, and why
game-design-review 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 today.
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 — 344 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Design Document Review
A game design document is a contract between ambition and execution capacity. A bad GDD is not badly formatted; it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Most fail because they describe a game without constraining it: anything goes, so nothing coheres.
This is not a checklist review. A checklist confirms sections exist. This review confirms they are good: internally consistent, psychologically grounded, scope-honest, and specific enough to drive implementation. In 2026 that last test is literal. When a GDD section goes to Claude Code or a similar agent, every vague sentence becomes a guess in code, so this review also asks: could an agent build this, and could a test tell whether it built it right? And because players, stores and regulators now care how a game was made, it checks originality, AI-content disclosure and accessibility while changes are still cheap.
When to Use / When Not To
Use before implementation starts, as a gate before a section is handed to a coding agent, after significant design changes, when a playtest went badly and the cause may be in the design, or when the team disagrees about what the game is.
| Instead of this skill... | Use |
|---|---|
| Writing or rebuilding GDD sections | /gameforge:game-gdd-author |
| Generating new ideas | /gameforge:game-brainstorm |
| Tuning numbers against play data | /gameforge:game-balance-check |
| Timeline vs capacity in depth | /gameforge:game-scope-check |
| Reviewing code or architecture | /gameforge:game-code-review |
| Full accessibility audit | /gameforge:game-accessibility-specialist |
| Store compliance and disclosure forms at launch | /gameforge:game-launch |
Critical Rules
- Read the whole document before commenting. A mechanic that looks orphaned in §5 may be justified in §11. Read everything, including linked pillars and the systems index, then analyze.
- Severity is explicit. Critical, Major, Minor or Suggestion on every finding, with a reason. A missing core loop is Critical; a vague art reference is Minor.
- Specific, cited, actionable. "Combat could be better" is useless. "§5.1 specifies player attacks but no enemy behavior, so difficulty cannot be tuned" is a finding. Name the problem, cite the section, propose a fix.
- Propose, do not prescribe. The designer owns the vision. Offer directions with reasons; do
not rewrite their sections. Route rewrites to
/gameforge:game-gdd-author. - Ground it in theory. Tie findings to
${CLAUDE_PLUGIN_ROOT}/docs/game-design-theory.md: "this spike violates Flow because §11 has no skill-building ramp before Stage 3" beats "Stage 3 is too hard." - Contradictions beat omissions. The costliest GDD failures are sections that disagree, not sections that are missing.
- Separate design quality from document quality. A brilliant design can be badly documented and a polished document can describe a weak game. Say which problem you found.
- Compliance findings are flags, not legal advice. State the rule and its date, say what it implies for the design, and recommend professional review where real exposure exists.
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.
- today Changed · +26 lines · -4 tokens per session 64fdeb6fadce
- 2mo ago First seen · 318 lines · 92 tokens per session scan A a49171931630
game-design-review is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 88 tokens to every session and 4,289 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.
game-design-review compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-design-reviewAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 88 | Claude Code |
| playtest-reportDonchitos/Claude-Code-Game-Studios | Skill | 36k | 18d ago | MIT | A | 20 | Claude Code |
| godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skills | Skill | 6.9k | 9d ago | Apache-2.0 | A | 95 | Claude Code |
| scenario-unreal-gameplayscenario-labs/skills | Skill | 3.2k | yesterday | MIT | A | 121 | Claude Code |
| motionOpenDCAI/GameFactory-3A | Skill | 1.0k | 8d ago | Apache-2.0 | A | 0 | Claude Code, Codex |
| unity-addressablesBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 25 | Claude Code, Codex |
| unity-manual-componentBesty0728/Unity-Skills | Skill | 1.9k | yesterday | MIT | A | 36 | Claude Code, Codex |