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Conduct market research for a game concept -- competitive landscape, market sizing, audience analysis, trend detection, and positioning strategy. Triggers on: "market research", "competitive analysis", "market sizing", "audience analysis", "is this game viable", "similar games",
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-market-research --agent claude-codeHow it fires
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Conduct market research for a game concept -- competitive landscape, market sizing, audience analysis, trend detection, and positioning strategy. Triggers on: "market research", "competitive analysis", "market sizing", "audience analysis", "is this game viable", "similar games",
name: "game-market-research" description: > Conduct market research for a game concept -- competitive landscape, market sizing, audience analysis, trend detection, and positioning strategy. Triggers on: "market research", "competitive analysis", "market sizing", "audience analysis", "is this game viable", "similar games", "market validation". Do NOT invoke for brainstorming ideas (use game-brainstorm) or economy monetization design (use game-economy-designer). Part of the AlterLab GameForge collection. argument-hint: "[game-concept or genre]" effort: medium context: fork allowed-tools: Read, Glob, Grep, Write, WebSearch, WebFetch version: 1.3.0
Making a game nobody wants to play is easy. Making a game that finds its audience requires understanding where that audience lives, what they are already playing, what they wish existed, and how saturated the space is. Market research for games is not about copying what sells -- it is about finding the gap between what players want and what currently exists, then positioning your game to fill that gap.
The indie games that succeed commercially almost always have a clear answer to "who is this for and why would they choose this over the alternatives?" Hollow Knight launched into a crowded Metroidvania market but differentiated on atmosphere, difficulty curve, and sheer content density. Vampire Survivors created an entirely new micro-genre by stripping the bullet-hell formula down to its most addictive core. Balatro took the poker roguelike concept that nobody knew they wanted and executed it with such precision that it outsold games with 100x the budget.
None of these were accidents. Each team understood their market position, even if informally. This workflow makes that understanding systematic.
Use this workflow when:
Problems this solves:
1. **Research is not validation bias.** The goal is to find the truth about the market, not to confirm that the developer's idea is brilliant. If the research reveals a saturated market or a tiny audience, that is a valuable finding -- not a failure of the research.
2. **Quantitative where possible.** Steam revenue estimates, player counts, wishlists, review volumes, and similar games' performance data are more useful than subjective market assessments. Use tools like SteamDB, itch.io trending, and App Store charts to ground the analysis in numbers.
3. **Recency matters.** A genre that was hot 3 years ago may be oversaturated now. A genre that was dead 3 years ago may be experiencing a revival. Always check the publication dates of market data and prioritize data from the last 12 months.
4. **Indie scale, not AAA scale.** Market sizing for a solo dev making a $15 game is fundamentally different from market sizing for a 200-person studio making a $70 game. Always contextualize findings to the team's actual scale, budget, and timeline.
5. **Positioning is not features.** A game's market position is defined by what it does differently, not by what it does at all. "A Metroidvania with combat" is not positioning. "A Metroidvania where every ability is a musical instrument" is positioning.
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**Phase 1: Genre Analysis**
Define the genre space and its current state.
Questions to answer:
Research methodology:
Output:
GENRE ANALYSIS --------------------------------------------------------------- Primary genre: [genre] Secondary genre(s): [genre, genre] Lifecycle stage: [emerging | growing | mature | oversaturated] Key genre expectations: [what players assume the game will have] Recent notable releases: [game (year), game (year), game (year)] Genre health signals: [viewer interest, press coverage, release volume] ---------------------------------------------------------------
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**Phase 2: Competitive Landscape**
Map the competitive field using three tiers of competitors.
**Direct competitors** -- Games in the same genre targeting the same audience with similar mechanics and price points. These are the games your potential players are already playing or considering. A direct competitor to a cozy farming sim is another cozy farming sim.
**Indirect competitors** -- Games that satisfy the same pla
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
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