game-sprint-plan

game-sprint-plan is a skill for Claude Code from AlterLab-IEU/AlterLab_GameForge. It costs 92 tokens per session (5,776 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: model in frontmatter; names the AskUserQuestion tool.

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

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Install with agentmods
npx agentmods add skills/alterlab-ieu/alterlab_gameforge/game-sprint-plan
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-sprint-plan
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-sprint-plan

README.md
[![agentmods](https://agentmods.dev/badge/skills/alterlab-ieu/alterlab_gameforge/game-sprint-plan.svg)](https://agentmods.dev/skills/alterlab-ieu/alterlab_gameforge/game-sprint-plan)
Your own site
<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>
Per session 92 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 5,776 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 $0.00092 $0.05776
Opus 5 $0.00046 $0.02888
Sonnet 5 $0.00018 $0.01155
Haiku 4.5 $0.00009 $0.00578

Measured 8d ago against content hash b8be83357c4e, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-08, 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 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-sprint-plan/SKILL.md · 525 lines

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-brainstorm or game-design-review and 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

  1. 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.

Read the full file on GitHub · 525 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 · 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 (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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