game-market-research

game-market-research is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 100 tokens per session (3,651 once invoked), scanned A, original, MIT.

A research process for judging a game concept’s market, competitors, audience, trends, and position. It examines who might play the game and what alternatives already exist.

In plain words
What is it for?
Comparing similar games, estimating market opportunity, studying player audiences and trends, and deciding how to position a game.
Why use it?
It helps teams avoid building a game without a clear audience or without understanding how crowded its category is.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter.

Good fit Comparing similar games, estimating market opportunity, studying player audiences and trends, and deciding how to position a game.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-market-research
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-market-research
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-market-research

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-market-research/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-market-research)
Your own site
<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.

agentmods 80×15 button for game-market-research

Your own site · 80×15
<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>
Per session 100 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,651 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 $0.00100 $0.03651
Opus 5 $0.00050 $0.01826
Sonnet 5 $0.00020 $0.00730
Haiku 4.5 $0.00010 $0.00365

Measured 10d ago against content hash 1a527da87a48, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-10, from the pricing page.

Security

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.

skills/workflows/game-market-research/SKILL.md · 406 lines

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-brainstorm produces a concept and before game-start commits 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

Read the full file on GitHub · 406 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. 10d ago First seen · 406 lines · 100 tokens per session scan A 1a527da87a48

Subscribe to this mod's changes

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.

Related

Other skills, from other repositories

game-builder

Convert any topic into playable browser games. Types: trivia, matching, word puzzles, adventure games. Uses Phaser.js or Kaboom.js.

OneWave-AI/claude-skills · 31 tokens

image-to-3d-pipeline

Transformez une image 2D en modèle 3D animé prêt pour le web ou le jeu en moins de 30 minutes, en utilisant le workflow Dilum Sanjaya (Hunyuan3D + Mixamo). Use when: Créer un personnage 3D pour un site web - Mascotte, avatar, illustration interactive; Prototyper un asset de jeu - Character design, props…

guia-matthieu/clawfu-skills · 140 tokens

roblox-debugging-bugfix

Debug and fix Roblox bugs through Studio MCP. Use for repro steps, console errors, script search/read/edit flow, broken UI, failed gameplay systems, data issues, remotes, regressions, root-cause reports, and post-fix verification.

AshExplained/roblox-skills · 58 tokens

roblox-game-development-lifecycle

Orchestrate the full Roblox game development lifecycle. Use as the umbrella entrypoint for broad requests like create a Roblox game, build a new game, continue development, what should we do next, take this from idea to launch, make this game profitable, plan the roadmap, manage production, or maintain a live Roblox…

AshExplained/roblox-skills · 84 tokens

roblox-to-issues

Break a Roblox game PRD, roadmap, or plan into small independently-playtestable vertical slices instead of building the whole game at once. Use when the user wants to turn a concept or PRD into buildable tickets, split work into slices, plan what to build next, or stop Claude from trying to build an entire game in one…

AshExplained/roblox-skills · 105 tokens

roblox-creator-store-security-audit

Audit Roblox Creator Store, Toolbox, inventory, group, universe, package, model, UI, gameplay, plugin-like, and other third-party imported assets for malicious or risky scripts. Use whenever Claude imports, inserts, reviews, or trusts Creator Store assets, especially assets with Scripts, LocalScripts, ModuleScripts…

AshExplained/roblox-skills · 93 tokens