game-accessibility-spe…
Accessibility Specialist (Kael Oduya). Designs motor, visual, auditory and cognitive accommodations, runs accessibility audits,…
Checks scope against time and capacity: feature inventory, MoSCoW with effort caps, impact and risk scores, buffer math, scope-creep signals and a cut list, with velocity calibrated for AI-agent work and vibe debt counted as risk. Use for "scope creep", "can we fit this", "what
Claude Code
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check --agent claude-code
Codex
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check -a codex -y
Cursor
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check -a cursor -y
Gemini CLI
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check -a gemini-cli -y
GitHub Copilot
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check -a github-copilot -y
OpenCode
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check -a opencode -y
Windsurf
$ npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-scope-check -a windsurf -y
name: game-scope-check description: > Checks scope against time and capacity: feature inventory, MoSCoW with effort caps, impact and risk scores, buffer math, scope-creep signals and a cut list, with velocity calibrated for AI-agent work and vibe debt counted as risk. Use for "scope creep", "can we fit this", "what should we cut", "are we on track". Not for sprint task planning (use game-sprint-plan). argument-hint: "[feature list, milestone or deadline to evaluate]" allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Bash(git log *), Bash(git shortlog *), Bash(git diff --stat *) effort: medium
Games rarely die from one bad decision. They die from a feature list that grows one reasonable addition at a time until it no longer fits the team that has to finish it. Adding feels like progress and cutting feels like failure; this workflow inverts that. Cutting is the skill, and a tight scope is the achievement. **A finished game with eight polished features beats an abandoned one with twenty half-built ones.**
AI coding agents change the arithmetic but not the principle. They make the first playable and the boilerplate dramatically cheaper, which makes it easy to add features. They do not make integration, content, QA, polish or review proportionally cheaper, and unreviewed agent code creates debt that comes due later. The 2026 Vibe Jam gold winner, built with Claude Code in about two weeks (roughly 27k lines, 188+ commits, per Wccftech's July 2026 report on its workflow), was scoped to 5-10 minutes of play, and its creator built the 3D map by hand. Scope to what the whole pipeline can finish, not to how fast the prototype appeared.
**Use this workflow when:**
**Do NOT use this workflow when:**
| Need | Route to | |---|---| | Turning the agreed scope into sprint tasks | `game-sprint-plan` | | Making the final ship-date or scope call, risk register, milestones | `game-producer` (this check feeds its decision) | | De-risking one unknown feature before estimating it | `game-prototype` | | Scoping a 48-72 hour jam | `game-jam-mode` | | Assessing code health and refactor needs in detail | `game-code-review`, `game-technical-director` | | Reviewing the design itself | `game-design-review` | | Looking back at why scope slipped | `game-retrospective`, `game-postmortem` |
in `production/sprints/`, milestones in `production/milestones/`, previous checks in `production/scope/`, and `production/session-state/active.md`.
`git shortlog -sn --since="8 weeks ago"`, `git diff --stat <last-milestone-tag>..HEAD`, and the share of commits with agent co-author trailers. Real throughput beats remembered throughput.
1. **Deadline and what it is**: demo or festival, early access, 1.0 launch, publisher milestone. 2. **Capacity**: people x honest hours per week (default: one person, 15 h/week, part-time). 3. **How the code gets written**: mostly by agents, mixed (default), mostly by hand.
1. **One in, one out.** Adding a feature means cutting one of equal effort. No "we'll work harder." 2. **Effort caps.** Must Haves take no more than 60% of estimated effort, with about 20% in Could Haves as contingency (the DSDM/Agile Business Consortium MoSCoW guidance); Should Haves fill the rest. If Must Haves exceed 60%, the plan is at risk however important each feature feels. 3. **Score, don't debate.** Disagreements challenge individual scores, not the outcome. 4. **Buffer is not optional.** Below 20% buffer, expect to miss the date (rule of thumb). Buffer is for surprises, never for features. 5. **Freeze dates are real.** No new features in the final days before a milestone (default three working days; a week before a festival or store submission). 6. **Estimate the whole feature.** Design + code + content + integration + QA + polish + review. Agents speed up some of these and not others; estimate each part separately. 7. **Velocity comes from evidence.** Plan from measured throughput on finished work, not from how fast a prototype appeared. 8. **Vibe debt is scope.** Agent-written code nobody has reviewed, tested or understood is work that has not been done yet. Put its stabilization cost in the plan. 9. **Write the cut list before you need it.** Decide what goes first while everyone is calm.
**PHASE 1: Feature Inventory**
Catalog everything planned, in progress, requested or assumed. Do not filter yet.
FEATURE INVENTORY ID | Feature | Status | Requested by | Pillar served F01 | Grapple traversal | in progress | design | "fluid movement" F02 | Online co-op | requested | Discord | -- F03 | Settings + rebinding | assumed | -- | (table stakes)
Probe for the hidden features that never make lists but always take time: settings, rebinding, save/load and save migration, controller support, pause and quit flows, basic accessibility options, localization hooks, tutorial or onboarding, credits, crash reporting, store page assets and trailer, demo build, platform builds (Steam Deck, web, mobile), achievements, AI-use disclosure and the asset provenance log, analytics consent. Read `${CLAUDE_SKILL_DIR}/references/cut-list-playbook.md` for the full hidden-
🎮 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.