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-market-researchgit 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-market-research)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-market-research"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-market-research/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-market-research"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-market-research.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 | $0.00100 | $0.03651 |
| Opus 5 | $0.00050 | $0.01826 |
| Sonnet 5 | $0.00020 | $0.00730 |
| Haiku 4.5 | $0.00010 | $0.00365 |
Grade A, and why
game-market-research 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 10d 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 — 406 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Market Research Workflow
Making a game nobody wants to play is easy. Making a game that finds its audience requires understanding where that audience lives, what they are already playing, what they wish existed, and how saturated the space is. Market research for games is not about copying what sells -- it is about finding the gap between what players want and what currently exists, then positioning your game to fill that gap.
The indie games that succeed commercially almost always have a clear answer to "who is this for and why would they choose this over the alternatives?" Hollow Knight launched into a crowded Metroidvania market but differentiated on atmosphere, difficulty curve, and sheer content density. Vampire Survivors created an entirely new micro-genre by stripping the bullet-hell formula down to its most addictive core. Balatro took the poker roguelike concept that nobody knew they wanted and executed it with such precision that it outsold games with 100x the budget.
None of these were accidents. Each team understood their market position, even if informally. This workflow makes that understanding systematic.
Purpose and Triggers
Use this workflow when:
- A developer has a game concept and wants to validate its market viability
- A team is choosing between multiple game concepts and needs data to decide
- A studio wants to understand the competitive landscape before committing to production
- A solo dev wants to know if their niche has an audience large enough to sustain them
- After
game-brainstormproduces a concept and beforegame-startcommits to building it - A game is approaching launch and needs positioning against current competitors
Problems this solves:
- Building a game in an oversaturated genre without differentiation
- Underestimating or overestimating the target audience size
- Missing competitor moves that change the market during development
- Pricing the game incorrectly for the genre and audience expectations
- Launching without a clear positioning statement for store pages and marketing
- Spending 2+ years on a game concept that has no viable commercial audience
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.
- 10d ago First seen · 406 lines · 100 tokens per session scan A 1a527da87a48
game-market-research is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (35 stars, last pushed 5mo ago), licensed MIT. It adds 100 tokens to every session and 3,651 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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