Three end-to-end walkthroughs showing how GameForge skills chain together in real indie dev scenarios.
You have a vague idea -- "a roguelike where spells have weight." Here's how to get from that to something playable.
claude> /game-start
What it does: Asks you 5--8 questions about your game (genre, target platform, team size, timeline). Then generates:
- A GDD skeleton with your concept, pillars, and scope
- A tech stack recommendation (engine, tools, version control)
- A 3-milestone plan with deliverables and dates
What you get: A game-design-document.md file in your project and a clear picture of what you're building.
Tip: If you already know your engine, say so up front -- "Start a Godot 4 roguelike about weighted spells." The skill adapts.
claude> /game-brainstorm
What it does: Runs a structured ideation session in two phases:
- Diverge -- generates 10+ mechanic variations on your core concept (weighted spells could mean inventory weight, casting cost, physical impact, spell momentum)
- Converge -- scores each concept on innovation, feasibility, and market fit, then ranks them
What you get: A scored concept matrix and a recommendation for which direction to pursue. Also flags potential market conflicts ("there are 3 weight-based roguelikes releasing this quarter").
claude> /game-designer
What it does: Takes your chosen concept and designs the core systems:
- Core gameplay loop (what the player does every 30 seconds, 5 minutes, 30 minutes)
- Progression system (how the player grows across runs)
- Economy model (currency, upgrades, unlocks)
- Balance targets (damage curves, difficulty ramp, expected run length)
What you get: A detailed systems design section added to your GDD with concrete numbers, not hand-waving.
claude> /game-prototype
What it does: Scopes your prototype to the absolute minimum needed to test the core loop:
- Identifies the one mechanic that must work for the game to be fun
- Strips everything else (no menus, no saving, no polish)
- Provides a build checklist with 1--2 day tasks
- Defines the "done" criteria -- what does a successful prototype look like?
What you get: A focused prototype plan. Build it, play it, and you'll know within a week if the core idea works.
Next steps: Once the prototype is playable, run /game-playtest to structure a feedback session, or /game-code-review to clean up the code before building on it.
You have a working prototype and a 2-week sprint ahead. Here's how to plan, execute, and learn from it.
claude> /game-sprint-plan
What it does: Analyzes your project state (reads your repo if available) and helps you plan:
- Breaks features into tasks with hour estimates
- Maps dependencies ("UI polish depends on the inventory refactor")
- Flags risks ("the networking layer has no tests -- adding multiplayer here is dangerous")
- Sets a velocity target based on team size and history
What you get: A sprint plan with prioritized tasks, assignments, and a burndown target. Written to sprint-plan.md.
This is the part where you write code, make art, compose music. GameForge doesn't build your game for you -- but when you get stuck:
/game-godot-specialist-- "How do I structure this scene tree for my inventory?"/game-designer-- "Is this progression curve too steep?"/game-narrative-director-- "Write dialogue for this NPC encounter"
claude> /game-code-review
What it does: Reviews your game code (point it at specific files or let it scan) for:
- Architecture problems ("this player script is doing input, physics, and UI -- split it")
- Performance risks ("you're allocating in _process -- cache this")
- Engine anti-patterns ("use signals instead of polling for this")
- Missing error handling, edge cases, resource leaks
What you get: A structured review with severity ratings (critical / warning / suggestion) and concrete fix recommendations.
claude> /game-playtest
What it does: Structures a playtest session:
- Defines what you're testing (is the new inventory system intuitive?)
- Creates an observer checklist (what to watch for, what to write down)
- Generates a post-session survey for playtesters
- Synthesizes feedback into actionable items
What you get: A playtest report with prioritized findings. Not just "players were confused" but "3/5 players couldn't find the equip button -- move it to the main action bar."
claude> /game-retrospective
What it does: Runs a GDC-format retrospective:
- What went well (keep doing)
- What went badly (stop doing)
- What to try next sprint (experiments)
- Kill list review -- which features should be cut entirely?
- Single-lesson forcing function -- "If you could only take one lesson from this sprint, what is it?"
What you get: A retrospective report that feeds directly into your next /game-sprint-plan. The cycle continues.
Your game is feature-complete. You have 3--4 weeks before release. Here's the final push.
claude> /game-balance-check
What it does: Audits your game's balance using statistical methods:
- Runs Monte Carlo analysis on your combat/economy numbers
- Checks distribution curves for fairness (is RNG too swingy?)
- Calculates expected values for key player choices (is option A always better than option B?)
- Flags degenerate strategies ("stacking poison is 3x better than any other build")
What you get: A balance report with specific tuning recommendations and the math behind them.
claude> /game-qa-lead
What it does: Builds a comprehensive test plan:
- Critical path testing (can you get from start to credits without crashing?)
- Edge case matrix (what happens when inventory is full? what about 0 HP?)
- Platform-specific checks (controller support, resolution scaling, save/load)
- Regression suite for known bugs
What you get: A test plan document and a bug tracking template. Work through it systematically.
claude> /game-launch
What it does: Prepares everything around the release:
- Store page copy (Steam description, tags, system requirements)
- Release checklist (builds, keys, press copies, trailer, screenshots)
- Day-1 patch plan (what to fix first based on early feedback)
- Post-launch ops (patch cadence, community channels, metrics to watch)
- Pricing strategy with regional pricing recommendations
What you get: A launch playbook. Follow it step by step on release day and the week after.
claude> /game-market-research
What it does: Analyzes your competitive landscape:
- Identifies comparable titles and their performance
- Estimates your total addressable market (TAM/SAM/SOM)
- Profiles your target audience (demographics, buying behavior, discovery channels)
- Recommends positioning -- how to differentiate in store listings and marketing
What you get: A market research report that informs your store page copy, pricing, and marketing spend.
After launch: Use /game-analytics-setup to track KPIs, /game-postmortem to review what worked, and /game-retrospective for ongoing sprint cycles.
- Full skill catalog: README.md
- FAQ: docs/FAQ.md
- Contributing: CONTRIBUTING.md
Built by AlterLab -- Part of the AlterLab Skills Trilogy