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-sprint-plangit 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-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.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 | $0.00092 | $0.05776 |
| Opus 5 | $0.00046 | $0.02888 |
| Sonnet 5 | $0.00018 | $0.01155 |
| Haiku 4.5 | $0.00009 | $0.00578 |
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 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 — 525 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AlterLab GameForge -- Sprint Planning Workflow
Game development sprints fail for different reasons than software sprints. A SaaS team struggles with unclear requirements and shifting priorities. A game team struggles with cross-discipline dependencies and the fundamental unpredictability of "fun." You can spec out an inventory system perfectly, build it to spec, and discover in playtest that it makes the game worse. Supergiant's sprint model (documented in their GDC talks) accounts for this by reserving explicit "discovery time" in every sprint -- time allocated to test whether what they built actually feels good, not just whether it works.
Sprint planning for games must build in structured discovery time, explicit scope tiers that flex without chaos, and a dependency model that respects the sequential nature of art-to-integration pipelines. This workflow produces a concrete sprint plan document a team can execute against.
Purpose & Triggers
Use this workflow when:
- A team is about to start a new development sprint
- A solo developer wants to structure their next 1-2 weeks of work
- After a sprint retrospective, when planning the next iteration
- When a milestone is approaching and work needs to be decomposed
- The user finished
game-brainstormorgame-design-reviewand needs to turn design decisions into executable tasks
Problems this solves:
- Sprints with vague goals that cannot be evaluated as done or not done
- Tasks estimated at "a few days" that actually take two weeks
- Art and code tasks planned in parallel when art must finish first
- Teams that commit to more work than their capacity allows every sprint
- Risks that were obvious in retrospect but invisible in planning
- No velocity tracking, so every sprint's estimates are guesses
- Scope creep disguised as small additions that accumulate into missed deadlines
Critical Rules
- One goal per sprint. The sprint goal is a single sentence that defines success. If the sprint achieves this goal and nothing else, it was a successful sprint. If the sprint ships everything on the task list but misses the goal, it failed. Hades' sprint goals during Early Access were experience-focused: "players feel the narrative progressing even when they die." That clarity prevents the "we did a lot of stuff but nothing feels finished" anti-pattern.
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 · 525 lines · 92 tokens per session scan A b8be83357c4e
game-sprint-plan is a skill published in the GitHub repository AlterLab-IEU/AlterLab_GameForge (34 stars, last pushed 5mo ago), licensed MIT. It adds 92 tokens to every session and 5,776 once invoked, about $0.0005 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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