game-accessibility-spe…
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Runs a sprint or milestone retrospective in the GDC post-mortem tradition: What Went Right, What Went Wrong, seven lenses including AI-assisted development, the Kill List and The One Thing, with actions fed into the next sprint. Use for "retro", "sprint retrospective",
Claude Code
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective --agent claude-code
Codex
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective -a codex -y
Cursor
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective -a cursor -y
Gemini CLI
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective -a gemini-cli -y
GitHub Copilot
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective -a github-copilot -y
OpenCode
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective -a opencode -y
Windsurf
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-retrospective -a windsurf -y
name: game-retrospective description: > Runs a sprint or milestone retrospective in the GDC post-mortem tradition: What Went Right, What Went Wrong, seven lenses including AI-assisted development, the Kill List and The One Thing, with actions fed into the next sprint. Use for "retro", "sprint retrospective", "milestone review", "kill list". Not for a whole-project post-mortem (use game-postmortem). argument-hint: "[sprint-N or milestone name]" effort: medium allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Bash(git log *), Bash(git shortlog *)
Game development has the best post-mortem tradition in software. Game Developer magazine's long-running Postmortem column (reprinted on Gamasutra) covered games such as *Thief: The Dark Project*, *Baldur's Gate* and *Diablo II* in the same blunt shape: what went right, what went wrong. No spin, no "learnings and opportunities". This workflow brings that format down to the sprint and milestone, where the lessons are still cheap to act on.
It is not an agile ceremony. A corporate retro asks "what could we improve?" A game retro asks "did we build the right game, and did we build it the right way?" One optimizes process; the other interrogates the creative and technical decisions that decide whether the game is worth shipping. In 2026 it also asks a third question: **what did the coding agents actually do for us, and what did they cost?** Teams that cannot answer that with numbers end up either over-trusting agents or abandoning them on a hunch.
Run it when a sprint ends, when a milestone lands (vertical slice, alpha, beta), after a pivot or a big scope cut, when the game is "fine but not fun" and nobody can say why, or when development feels stuck.
| Instead of this skill... | Use | |---|---| | Whole-project or canceled-project post-mortem | `/gameforge:game-postmortem` | | Planning the next sprint from these actions | `/gameforge:game-sprint-plan` | | Project scope has outgrown the schedule | `/gameforge:game-scope-check` | | Analyzing a playtest session itself | `/gameforge:game-playtest` | | Reviewing the design document | `/gameforge:game-design-review` |
1. **GDC format, not agile format.** "What Went Right / What Went Wrong / Lessons", not "went well / didn't go well". Something either went right or it went wrong. No fence-sitting. 2. **Game-specific lenses.** "Did we communicate well?" is a process question. "Did the core loop deliver the intended experience?" is a game question. This workflow asks the second kind. 3. **The Kill List is mandatory.** The discipline to cut is the discipline to ship. 4. **"The One Thing" is mandatory.** One specific, actionable sentence. If you cannot pick one, you have not thought hard enough. 5. **Evidence over feelings.** "Combat felt off" is not a finding. "Testers disengaged from encounters longer than 45 seconds" is. Back findings with playtest notes, data or incidents. 6. **Read the last retro first.** Were its actions done? A problem that appears twice is not an awareness problem; it is an execution problem, and the action plan changes. 7. **Systems, not people.** "The build broke three times" leads to "there was no pre-merge check", not to a name. 8. **Measure AI use; do not guess it.** Count agent tasks, verify hours and defects traced to agent code from the sprint file and git. Opinions about agents are not findings. 9. **Solo developers do this too.** With no colleagues, this document is the external feedback loop. Write it down; do not just think it.
Read when present:
milestone definition in `production/milestones/`.
and its actions.
Run for the period (adjust dates):
git log --since=2026-11-09 --until=2026-11-14 --oneline git log --since=2026-11-09 --until=2026-11-14 --oneline -i --grep="Co-Authored-By: Claude" git shortlog -sn --since=2026-11-09 --until=2026-11-14 HEAD git log --since=2026-11-09 --until=2026-11-14 --oneline -i --grep="revert"
The second command counts commits made with Claude Code's default co-author trailer; adjust the pattern for other agents or if the team turned trailers off. How to trace defects to agent code and fill the AI metrics is in `${CLAUDE_SKILL_DIR}/references/ai-lens.md`; read it before Lens 7.
Then ask **one** AskUserQuestion: scope (**Sprint, about 15 minutes** / Milestone, about 45 minutes); solo or team; and whether playtest data exists for this period. For team retros, facilitation scripts are in `${CLAUDE_SKILL_DIR}/references/facilitation.md`.
Every retro passes through all seven. Not every lens produces findings every time; you still look.
**Lens 1: Core loop validation.** Did the loop deliver the intended experience, and was it fun before content and progression were layered on?
before the full game existed. Did you prove your loop before building content on it?
**Lens 2: Pillar integrity.** Did the pillars hold, or drift? Was drift deliberate evolution or unconscious erosion?
🎮 A full indie game studio for Claude Code: 41 skills, 11 studio subagents with project memory, engine specialists for Godot, Unity, Unreal, Three.js & 2D web, plus vibe-coding, AI-asset and web-publishing workflows. From first idea to launch.
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Art Director (Sable Mori). Defines and defends the visual identity: art bible, shape and color language, silhouette readability,…
Audio Director (Kael Resonance). Defines sonic identity and the sound bible, adaptive music, SFX design, mix and loudness,…
Creative Director (Orion Vance). Defines and protects the creative vision: core fantasy, hook, ranked pillars and anti-pillars,…
Game Designer (Luca Ferreira). Designs core loops, mechanics, progression, balance formulas and game feel with MDA, SDT and Flow,…
Economy Designer (Mirela Voss). Designs currencies, faucets and sinks, inflation control and ethical monetization (premium, F2P,…
You MUST use this before any creative work - creating features, building components, adding functionality, modifying behavior, or…
Ask which skill or flow fits your situation. A router over the skills in this repo.