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-retrospective)<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.
<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>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 | $0.00087 | $0.03892 |
| Opus 5.5 | $0.00035 | $0.01557 |
| Sonnet 5.5 | $0.00017 | $0.00778 |
| Haiku 4.5 | $0.00009 | $0.00389 |
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.
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
- 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.
- 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.
- The Kill List is mandatory. The discipline to cut is the discipline to ship.
- "The One Thing" is mandatory. One specific, actionable sentence. If you cannot pick one, you have not thought hard enough.
- 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.
- 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.
- Systems, not people. "The build broke three times" leads to "there was no pre-merge check", not to a name.
- 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.
- Solo developers do this too. With no colleagues, this document is the external feedback loop. Write it down; do not just think it.
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.
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 · -378 lines · -2 tokens per session 1bbaac936c16
- 2mo ago First seen · 669 lines · 89 tokens per session scan A 1ab4aff4206b
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.
game-retrospective compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-retrospectiveAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 87 | 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 |