game-sprint-plan

game-sprint-plan is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 70 tokens per session (4,981 once invoked), scanned A, original, MIT.

A game-development sprint planning workflow that turns a short work period into an ordered plan, including time to test whether the game feels right.

In plain words
What is it for?
Use it to break down sprint work, set priorities and scope levels, schedule tasks, and coordinate work across game-development disciplines.
Why use it?
It helps teams handle dependencies between design, art, engineering, and testing, while leaving room for discoveries that change the plan.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions CLAUDE.md; names the AskUserQuestion tool; mentions Claude Code.

Runs only inside its plugin — its command needs a path that Claude Code sets for a plugin’s own hooks and for nothing else. Install the plugin, not this.

Part of the gameforge plugin — 41 skills, 11 agents, 7 hooks shipped together

Good fit Use it to break down sprint work, set priorities and scope levels, schedule tasks, and coordinate work across game-development disciplines.

Compare 6 skills from other repositories ↓
Install

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.

Claude Code
/plugin marketplace add AlterLab-IEU/AlterLab_GameForge
Claude Code
/plugin install gameforge

Made for: Claude Code.

Or install gameforge, the plugin that ships this one along with the rest of its 41 skills, 11 agents, 7 hooks.

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-sprint-plan

README.md
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Your own site
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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.

agentmods 80×15 button for game-sprint-plan

Your own site · 80×15
<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>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 4,981 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 $0.00070 $0.04981
Opus 5.5 $0.00028 $0.01992
Sonnet 5.5 $0.00014 $0.00996
Haiku 4.5 $0.00007 $0.00498

Measured today against content hash a4601ec9f508, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

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.

skills/workflows/game-sprint-plan/SKILL.md · 370 lines

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

  1. 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.
  2. 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.
  3. 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.
  4. 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".
  5. Dependencies are first-class. A blocked task is not ready. Map chains, find the critical path, schedule blockers first.
  6. 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.
  7. 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.
  8. Pay down vibe debt every sprint. A fixed slot, sized from the last retrospective, not whatever is left over.
  9. 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.

Read the full file on GitHub · 370 lines

Files

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.

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. today Changed · -155 lines · -22 tokens per session a4601ec9f508
  2. 2mo ago First seen · 525 lines · 92 tokens per session scan A b8be83357c4e

Subscribe to this mod's changes

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.

Related

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