game-retrospective

game-retrospective is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 89 tokens per session (6,776 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: names the AskUserQuestion tool.

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 with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-retrospective
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-retrospective
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-retrospective

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-retrospective.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.svg" alt="Measured on agentmods" height="20"></a>
Per session 89 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 6,776 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 $0.00089 $0.06776
Opus 5 $0.00044 $0.03388
Sonnet 5 $0.00018 $0.01355
Haiku 4.5 $0.00009 $0.00678

Measured 8d ago against content hash 1ab4aff4206b, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-07, 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 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.

skills/workflows/game-retrospective/SKILL.md · 669 lines

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

Read the full file on GitHub · 669 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. 8d 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 (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.

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