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-sprint-plan)<a href="https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-sprint-plan"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-sprint-plan/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-sprint-plan"><img src="https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-sprint-plan.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 | $0.00070 | $0.04981 |
| Opus 5.5 | $0.00028 | $0.01992 |
| Sonnet 5.5 | $0.00014 | $0.00996 |
| Haiku 4.5 | $0.00007 | $0.00498 |
Grade A, and why
game-sprint-plan 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 — 370 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Sprint Planning
Game sprints fail for different reasons than software sprints. A business-app team struggles with unclear requirements; a game team struggles with cross-discipline dependencies and the unpredictability of fun. You can build an inventory system exactly to spec and discover in the playtest that it makes the game worse. So a game sprint plans discovery time (spikes, feel passes, playtests) as real work, not as leftovers.
There is a newer failure mode. With Claude Code or a similar agent, code arrives fast, and it is easy to plan a sprint as if generation were the whole job. It is not. Someone still has to run the checks, read the diff, play the change and notice what the agent added that nobody asked for. This workflow budgets that verification on every task, and reserves capacity to pay down the "vibe debt" that accumulates when agent-written code is accepted faster than it is understood.
The output is a sprint plan file in production/sprints/ that a team, a solo developer, or a
coding agent working from task cards can execute against.
When to Use / When Not To
Use before a new sprint, when a solo developer wants to structure the next one or two weeks,
right after a retrospective, when a milestone needs decomposing, or when design work from
game-gdd-author or game-design-review must become executable tasks.
| Instead of this skill... | Use |
|---|---|
| Is the whole project too big for the date? | /gameforge:game-scope-check |
| Reviewing how the last sprint went | /gameforge:game-retrospective |
| Milestone dates, risk and publisher-facing schedule | /gameforge:game-producer |
| Moment-to-moment agent build loop for one task | /gameforge:game-vibe-code |
| Coordinating several studio roles on one problem | /gameforge:game-team-orchestrator |
| A 48-72 hour jam schedule | /gameforge:game-jam-mode |
Critical Rules
- One goal per sprint. A single sentence that defines success, framed as a player or project outcome ("testers can finish one full run"), not a feature list. Ship everything but miss the goal and the sprint failed.
- Tasks are at most one day and end in a check. More than 8 hours of human time means decompose further. Every task names how "done" is decided: acceptance check IDs from the GDD, a test command and its expected result, or a playtest observation.
- Every agent-built task carries a verify budget. Estimate build time and verify time separately. A task whose verification was skipped is not done, whatever the agent reported.
- Buffer after estimating. Subtract 20% of capacity for teams and 30% for solo developers (rules of thumb) for meetings, build breaks, hardware, and "I'll just refactor this one thing".
- Dependencies are first-class. A blocked task is not ready. Map chains, find the critical path, schedule blockers first.
- Scope tiers flex the sprint. Must / Should / Could / Won't. Cutting a Could on Wednesday is healthy; cutting a Must on Friday is a crisis.
- Velocity honesty. Plan from measured completion in
production/sprints/velocity.md, not from hope. If agents doubled your commits but not your completed Musts, your velocity did not double. - Pay down vibe debt every sprint. A fixed slot, sized from the last retrospective, not whatever is left over.
- Trace the goal to a pillar. Infrastructure sprints are fine; call them out. A goal that serves no pillar and no infrastructure need is drift; flag it.
What ships with it
2 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 · -155 lines · -22 tokens per session a4601ec9f508
- 2mo ago First seen · 525 lines · 92 tokens per session scan A b8be83357c4e
game-sprint-plan is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (52 stars, last pushed yesterday), licensed MIT. It adds 70 tokens to every session and 4,981 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-sprint-plan compared with skills from other repositories
| Mod | Type | Stars | Last push | Licence | Scan | Tokens | Works with |
|---|---|---|---|---|---|---|---|
| game-sprint-planAlterLab-IEU/AlterLab_GameForge | Skill | 52 | yesterday | MIT | A | 70 | 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 |