game-retrospective

game-retrospective is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 87 tokens per session (3,892 once invoked), scanned A, original, MIT.

A game-development post-mortem workflow for reviewing what went well, what went wrong, and whether the team built the right game in the right way.

In plain words
What is it for?
Use it to run a retrospective, examine successes and failures, capture lessons learned, and review which practices or features should be kept or dropped.
Why use it?
It turns the end of a project or major milestone into an honest record of decisions and problems, instead of a vague process review.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions CLAUDE.md; names the AskUserQuestion tool; mentions Claude Code.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gameforge plugin — 41 skills, 11 agents, 7 hooks shipped together

Good fit Use it to run a retrospective, examine successes and failures, capture lessons learned, and review which practices or features should be kept or dropped.

Compare 6 skills from other repositories ↓
Install

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.

Claude Code
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge
Claude Code
/plugin install gameforge

Made for: Claude Code.

Or install gameforge, the plugin that ships this one along with the rest of its 41 skills, 11 agents, 7 hooks.

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-retrospective

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-retrospective/github.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-retrospective)
Your own site
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-retrospective"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-retrospective/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-retrospective

Your own site · 80×15
<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-retrospective"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-retrospective.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 87 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 3,892 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 $0.00087 $0.03892
Opus 5.5 $0.00035 $0.01557
Sonnet 5.5 $0.00017 $0.00778
Haiku 4.5 $0.00009 $0.00389

Measured today against content hash 1bbaac936c16, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-retrospective 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.

skills/workflows/game-retrospective/SKILL.md · 291 lines

How it starts

The opening of the file, as written. The whole thing — 291 lines — stays where its author put it; the contents beside it link to each section on GitHub.

AlterLab GameForge -- Sprint and Milestone Retrospective

Game development has the best post-mortem tradition in software. Game Developer magazine's long-running Postmortem column (reprinted on Gamasutra) covered games such as Thief: The Dark Project, Baldur's Gate and Diablo II in the same blunt shape: what went right, what went wrong. No spin, no "learnings and opportunities". This workflow brings that format down to the sprint and milestone, where the lessons are still cheap to act on.

It is not an agile ceremony. A corporate retro asks "what could we improve?" A game retro asks "did we build the right game, and did we build it the right way?" One optimizes process; the other interrogates the creative and technical decisions that decide whether the game is worth shipping. In 2026 it also asks a third question: what did the coding agents actually do for us, and what did they cost? Teams that cannot answer that with numbers end up either over-trusting agents or abandoning them on a hunch.

When to Use / When Not To

Run it when a sprint ends, when a milestone lands (vertical slice, alpha, beta), after a pivot or a big scope cut, when the game is "fine but not fun" and nobody can say why, or when development feels stuck.

Instead of this skill... Use
Whole-project or canceled-project post-mortem /gameforge:game-postmortem
Planning the next sprint from these actions /gameforge:game-sprint-plan
Project scope has outgrown the schedule /gameforge:game-scope-check
Analyzing a playtest session itself /gameforge:game-playtest
Reviewing the design document /gameforge:game-design-review

Critical Rules

  1. GDC format, not agile format. "What Went Right / What Went Wrong / Lessons", not "went well / didn't go well". Something either went right or it went wrong. No fence-sitting.
  2. Game-specific lenses. "Did we communicate well?" is a process question. "Did the core loop deliver the intended experience?" is a game question. This workflow asks the second kind.
  3. The Kill List is mandatory. The discipline to cut is the discipline to ship.
  4. "The One Thing" is mandatory. One specific, actionable sentence. If you cannot pick one, you have not thought hard enough.
  5. Evidence over feelings. "Combat felt off" is not a finding. "Testers disengaged from encounters longer than 45 seconds" is. Back findings with playtest notes, data or incidents.
  6. Read the last retro first. Were its actions done? A problem that appears twice is not an awareness problem; it is an execution problem, and the action plan changes.
  7. Systems, not people. "The build broke three times" leads to "there was no pre-merge check", not to a name.
  8. Measure AI use; do not guess it. Count agent tasks, verify hours and defects traced to agent code from the sprint file and git. Opinions about agents are not findings.
  9. Solo developers do this too. With no colleagues, this document is the external feedback loop. Write it down; do not just think it.

Read the full file on GitHub · 291 lines

Files

What ships with it

3 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.

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. today Changed · -378 lines · -2 tokens per session 1bbaac936c16
  2. 2mo ago First seen · 669 lines · 89 tokens per session scan A 1ab4aff4206b

Subscribe to this mod's changes

game-retrospective is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 87 tokens to every session and 3,892 once invoked, about $0.0003 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.

Related

game-retrospective compared with skills from other repositories

game-retrospective next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
game-retrospectiveAlterLab-IEU/AlterLab_GameForgeSkill52yesterdayMITA87Claude Code
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godot-signals-groupsgamedev-skills/awesome-gamedev-agent-skillsSkill6.9k9d agoApache-2.0A95Claude Code
scenario-unreal-gameplayscenario-labs/skillsSkill3.2kyesterdayMITA121Claude Code
motionOpenDCAI/GameFactory-3ASkill1.0k8d agoApache-2.0A0Claude Code, Codex
unity-addressablesBesty0728/Unity-SkillsSkill1.9kyesterdayMITA25Claude Code, Codex
unity-manual-componentBesty0728/Unity-SkillsSkill1.9kyesterdayMITA36Claude Code, Codex