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-retrospectivegit 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-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.svg" alt="Measured on agentmods" 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 | $0.00089 | $0.06776 |
| Opus 5 | $0.00044 | $0.03388 |
| Sonnet 5 | $0.00018 | $0.01355 |
| Haiku 4.5 | $0.00009 | $0.00678 |
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 8d 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 — 669 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Game Development Post-Mortem
The game industry has the best post-mortem tradition in software. Gamasutra's classic post-mortem series — Diablo II, Baldur's Gate, Black & White, Thief — taught an entire generation of developers more than any textbook because they were brutally honest. Five things that went right. Five things that went wrong. No spin, no corporate sanitizing, no "learnings and opportunities." Just the truth about what happened when a team tried to ship a game.
This workflow follows that tradition. Not Scrum retrospectives. Not agile ceremonies. Game development post-mortems — the format that Supergiant used to iterate Hades from a decent roguelike into a genre-defining masterpiece, that ConcernedApe used to survive five years of solo development on Stardew Valley without losing his mind, that the Dwarf Fortress brothers used to sustain a twenty-year development cycle without burning out or losing direction.
The difference between a corporate retro and a game post-mortem: a corporate retro asks "what could we improve?" A game post-mortem 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 determine whether your game ships, and whether it is worth shipping.
Purpose & Triggers
Run this workflow when:
- A sprint ends and the next one has not started
- A milestone lands (vertical slice, alpha, beta, gold)
- A project ships or is cancelled
- Development feels stuck and nobody can articulate why
- The game is "fine but not fun" and the team needs to diagnose the gap
- A major pivot or scope cut just happened and the dust has settled
- Before starting a new project, to extract lessons from the last one
Problems this solves:
- Repeating the same design mistakes because nobody documented why a feature failed
- Cutting the wrong features because scope pressure overrides design judgment
- Technical debt accumulating invisibly until it blocks progress
- Teams that playtest but never analyze the patterns in playtest data
- Solo developers who skip reflection and wonder why their third prototype dies the same death as the first two
- The "it felt off but we shipped it anyway" regret cycle
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.
- 8d 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 (34 stars, last pushed 5mo ago), licensed MIT. It adds 89 tokens to every session and 6,776 once invoked, about $0.0004 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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