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Workflow Examples

Three end-to-end walkthroughs showing how GameForge skills chain together in real indie dev scenarios.


Example 1: From Zero to Playable Prototype

You have a vague idea -- "a roguelike where spells have weight." Here's how to get from that to something playable.

Step 1: Bootstrap the project

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.

Step 2: Explore and refine the concept

claude> /game-brainstorm

What it does: Runs a structured ideation session in two phases:

  1. Diverge -- generates 10+ mechanic variations on your core concept (weighted spells could mean inventory weight, casting cost, physical impact, spell momentum)
  2. 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").

Step 3: Lock in the design

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.

Step 4: Build the minimal playable

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.


Example 2: Sprint Planning and Execution

You have a working prototype and a 2-week sprint ahead. Here's how to plan, execute, and learn from it.

Step 1: Plan the sprint

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.

Step 2: Build (you do this part)

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"

Step 3: Review the code

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.

Step 4: Playtest the build

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."

Step 5: Reflect

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.


Example 3: Preparing for Launch

Your game is feature-complete. You have 3--4 weeks before release. Here's the final push.

Step 1: Check the balance

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.

Step 2: QA pass

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.

Step 3: Prepare the launch

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.

Step 4: Know your market

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.


What's Next?


Built by AlterLab -- Part of the AlterLab Skills Trilogy