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 skills add AlterLab-IEU/AlterLab_GameForge --skill game-design-reviewgit 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-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 | $0.00092 | $0.03018 |
| Opus 5 | $0.00046 | $0.01509 |
| Sonnet 5 | $0.00018 | $0.00604 |
| Haiku 4.5 | $0.00009 | $0.00302 |
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 9d 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 — 318 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Design Document Review Workflow
A game design document is a living contract between your ambitions and your execution capacity. A bad GDD is not poorly formatted -- it is one that lets the team build confidently in the wrong direction for weeks before anyone notices. Hollow Knight's design doc worked because Team Cherry kept it tight, falsifiable, and obsessively focused on three pillars. Most GDDs fail because they describe a game without constraining it -- anything goes, so nothing works.
This is not a checklist review. A checklist confirms sections exist. This review confirms sections are good -- internally consistent, psychologically grounded, scope-honest, and specific enough to guide implementation decisions. Disco Elysium's systems-narrative integration did not happen by accident -- it happened because the design document specified exactly how every skill check connected to every dialogue branch. That level of specificity is what this review demands.
Purpose & Triggers
Use this workflow when:
- A designer says "review my GDD" or "give feedback on my design document"
- Before starting implementation, to catch problems while they are cheap to fix
- After significant design changes, to re-validate internal consistency
- When a playtest reveals problems and you suspect the root cause is in the design
- When team members disagree about what the game is supposed to be
Problems this solves:
- Mechanics that do not serve any design pillar (orphan features)
- Target aesthetics that contradict the actual mechanics (MDA misalignment)
- Scope estimates that ignore reality (optimism masquerading as planning)
- Design documents that describe a game but do not constrain it (anything goes = nothing works)
- Systems that interact in unintended ways (emergent conflict)
- Missing sections that will cause confusion during implementation
Critical Rules
- Read the whole document before commenting. Context matters. A mechanic that seems orphaned in Section 3 might be justified by the progression system in Section 7. Read everything first, then analyze.
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.
- 9d 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 (35 stars, last pushed 5mo ago), licensed MIT. It adds 92 tokens to every session and 3,018 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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