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 agentmods add skills/alterlab-ieu/alterlab_gameforge/game-scope-checknpx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-checkgit 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-scope-check)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-scope-check"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-scope-check.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 | $0.00080 | $0.04042 |
| Opus 5 | $0.00040 | $0.02021 |
| Sonnet 5 | $0.00016 | $0.00808 |
| Haiku 4.5 | $0.00008 | $0.00404 |
Grade A, and why
game-scope-check 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 5d 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 — 392 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Scope Check Workflow
Scope creep is the number one killer of indie games. Not lack of talent, not bad ideas, not engine limitations. Games die because they grow past the team's capacity to finish them. It happens one "small" addition at a time, each individually reasonable, collectively fatal. The danger is that scope creep feels like progress -- adding a feature feels productive, cutting feels like failure. This workflow exists to invert that psychology: cutting is the skill, and a tight scope is the achievement.
Team Cherry shipped Hollow Knight with 3 people. ConcernedApe shipped Stardew Valley alone. Neither project was small in ambition -- they were ruthlessly disciplined about what to include and what to cut. The games that ship are not the ones with the longest feature lists. They are the ones where every feature earned its place through honest scope accounting.
The core principle: a finished game with 8 great features beats an abandoned game with 20 half-built ones. This workflow enforces that principle with concrete tools, not wishful thinking.
Purpose & Triggers
Use this workflow when:
- The feature list has grown since the last scope check
- Someone says "can we fit this in?" or "what if we also added..."
- A milestone deadline is approaching and confidence is low
- The team feels overwhelmed but cannot articulate why
- Sprint velocity is consistently below planned capacity
- Any stakeholder (including yourself) pushes back on cutting features
- The project has never had a formal scope check
Problems this solves:
- Feature lists that only grow, never shrink
- The "just one more thing" pattern that compounds into missed deadlines
- All features labeled "Must Have" because nobody wants to prioritize
- No clear connection between features and available work hours
- Teams afraid to cut features because they lack a framework for deciding what goes
- Scope discussions that devolve into opinion battles instead of data-driven decisions
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.
- 5d ago First seen · 392 lines · 80 tokens per session scan A 0b07c361bebb
game-scope-check is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 80 tokens to every session and 4,042 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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