game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Run a structured post-mortem analyzing what went well, what went wrong, and extractable lessons. Pulls git history, milestone data, and retrospective notes automatically. Triggers on: "post-mortem", "project review", "what did we learn", "lessons learned", or when a major
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-postmortem --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-postmortemContext preview
The summary Claude sees to decide when to auto-load this skill.
Run a structured post-mortem analyzing what went well, what went wrong, and extractable lessons. Pulls git history, milestone data, and retrospective notes automatically. Triggers on: "post-mortem", "project review", "what did we learn", "lessons learned", or when a major
name: "game-postmortem" description: > Run a structured post-mortem analyzing what went well, what went wrong, and extractable lessons. Pulls git history, milestone data, and retrospective notes automatically. Triggers on: "post-mortem", "project review", "what did we learn", "lessons learned", or when a major milestone or project is complete. Do NOT invoke for sprint-level retrospectives (use game-retrospective) or design reviews (use game-design-review). Part of the AlterLab GameForge collection. argument-hint: "[milestone-name or 'project']" effort: medium allowed-tools: Read, Glob, Grep, Edit, Write, Bash version: 1.3.0
Every shipped game has a story behind it that is more valuable than the game itself. The post-mortem is where that story gets extracted, structured, and turned into reusable knowledge. Without a post-mortem, the team repeats the same mistakes on the next project -- not because they are incompetent, but because memory is selective and unstructured reflection gravitates toward narratives rather than patterns.
The GDC Vault is filled with post-mortems from studios that learned this the hard way. Supergiant documented every Hades development cycle with structured retrospectives, and that institutional knowledge directly informed the Hades II production pipeline. Obsidian's post-mortem on Fallout: New Vegas identified the "18-month death march" anti-pattern that they deliberately avoided in The Outer Worlds' production. ConcernedApe's Stardew Valley post-mortem revealed that the solo dev's biggest risk was not technical -- it was the absence of external feedback loops for 3.5 years.
A good post-mortem is not a blame session. It is not a victory lap. It is a structured data extraction process that produces actionable knowledge for the next project, the next sprint, or the next team.
Use this workflow when:
Problems this solves:
The `game-retrospective` skill handles sprint-level and milestone-level reflections -- shorter, more focused, with immediate actionable outputs for the next sprint. The post-mortem is broader and deeper: it analyzes the entire project or a major phase, looking for systemic patterns rather than sprint-specific issues.
Use `game-retrospective` for: "What should we do differently next sprint?" Use `game-postmortem` for: "What should we do differently next project?"
If retrospective data exists from previous sprints, the post-mortem ingests it as input data for pattern analysis (see Phase 3).
These values are injected automatically via shell preprocessing. They provide quantitative project data that grounds the post-mortem in facts rather than feelings.
1. **No blame, only patterns.** A post-mortem that names individuals as the cause of failures is a post-mortem that will never be honest. Attribute problems to processes, decisions, and systemic conditions -- never to people. "The rendering pipeline had no code review gate" is actionable. "Dave wrote bad shaders" is toxic and useless.
2. **Data before feelings.** Start with the quantitative data (commit history, velocity trends, bug counts) before moving to subjective reflection. Numbers anchor the conversation and prevent revisionist memory. The auto-populated data above is the starting point, not decoration.
3. **Equal weight to successes and failures.** Teams that only analyze failures develop learned helplessness. Teams that only celebrate successes develop blind spots. The post-mortem allocates structured time to both.
4. **Concrete over abstract.** "We should communicate better" is not a lesson. "We should hold a 15-minute sync at the start of each sprint to align art and code priorities" is a lesson. Every finding must produce a specific, implementable action item.
5. **Archive the output.** The post-mortem do
🎮 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.
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user asks about art style, visual language, style guide, character design, environment art, UI art direction, asset pipeline, reference boards,…
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio…
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.…
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency,…