game-brainstorm
Invoke when the user wants to brainstorm game ideas, explore concepts, run structured ideation, or develop a new game concept from scratch.
Skill by AlterLab-IEU
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Install
Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.
npx agentmarket install skill/alterlab-ieu-game-brainstorm
Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.
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About
Use cases: design, research
Reviews
Write a reviewNo reviews yet. Installed it? Reviews come from verified installers only. How reviews work
Permissions
What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.
- Tools
- No tools found
- Secrets
- None asked for
- Install scripts
- None found
Network hosts it talks to 1
codeload.github.com· found in install command
Files it touches
~/.claude/skills/game-brainstorm
Tools it pre-approves 5
From allowed-tools in SKILL.md: the agent may use these without asking you each time.
Read,Glob,Grep,Write,AskUserQuestion
What's inside
- Skill name
game-brainstorm- Description
- Invoke when the user wants to brainstorm game ideas, explore concepts, run structured ideation, or develop a new game concept from scratch. Triggers on: "game idea", "brainstorm", "concept", "ideation", "what if", "game concept", "pitch". Do NOT invoke for reviewing existing designs (use game-design-review) or market analysis (use game-market-research). Part of the AlterLab GameForge collection.
- License
- MIT
- Allowed tools
- Read,, Glob,, Grep,, Write,, AskUserQuestion
- Instructions
- 806 lines in SKILL.md · view on GitHub
Agent Skills spec issues
- body: 806 lines (spec recommends under 500)
- files: referenced but missing: templates/game-concept.md
Files (1)
- SKILL.md
SKILL.md (first lines)
# AlterLab GameForge -- Structured Ideation Workflow
Most game ideas die not from lack of creativity but from lack of structure. A notebook of "what if" scribbles never becomes a shipped game without deliberate shaping. This workflow takes raw creative energy through seven phases of increasingly focused refinement, transforming vague excitement into a concrete, market-validated, scope-aware game concept a team can execute.
This is not a template you fill out in silence. It is an interactive process -- every phase involves direct questions to you, the designer. Your answers steer the direction. Early phases have no wrong answers. By the end, every answer defends itself against market reality, player psychology, and honest scope assessment.
The seven phases alternate between divergent thinking (expand possibilities) and convergent thinking (narrow to decisions). Skipping phases causes predictable failures: skip Discovery and you build something you do not care about. Skip Market Validation and you build something nobody will buy -- Baba Is You succeeded because Arvi Teikari validated that puzzle fans were starving for constraint-based innovation, not because he got lucky. Skip Core Loop Design and you have a concept that sounds cool but plays like nothing. Skip Scope and you announce a game you cannot finish.
### Purpose & Triggers
Use this workflow when:
- A developer says "I want to make a game but don't know what kind"
- Someone has a vague concept ("something with time travel") but no structure around it
- A team needs to explore multiple directions before committing
- The user finished `game-start` and was routed here for concept development
- Anyone is stuck in idea-paralysis, cycling through concepts without committing
- A developer wants to pivot an existing concept and needs fresh ideation
Problems this kills:
- The "infinite possibility" paralysis of starting from zero
- Ideas that sound exciting but have no playable core
- Concepts that ignore market reality -- building a game nobody asked for in a genre nobody buys
- Games designed for nobody in particular (no target player type)
- Scope blindness -- designing a 5-year project on a 5-month timeline
- Derivative designs that accidentally clone existing games without knowing it
### Critical Rules
1. **Interactive, not generative.** Do NOT generate a game concept for the user. Guide them
through discovering their own. Ask questions. Present frameworks. Let them fill in the
substance. Your job is structure and provocation, not authorship.
2. **Emotions before features.** Phase 1 starts with feelings, not mechanics. "What
experience do you want the player to have?" comes before "What buttons do they press?"
Features are servants of experience, never the other way around.
3. **Constraints are creative fuel.** A solo dev with 3 months and a free engine is not
limited -- they are focused. ConcernedApe built Stardew Valley alone. Toby Fox made
Undertale with almost nothing. The best games in history were born from severe constraints.
4. **The 30-second loop is sacred.** If the core 30-second gameplay loop is not intrinsically
fun without any progression, unlocks, story, or rewards layered on top, the concept is
structurally flawed. Vampire Survivors proves this -- the 30-second loop of dodging and
auto-attacking is hypnotic before a single upgrade enters the picture.
5. **No precious ideas.** Every concept generated in Phase 2 must survive scrutiny in
Phases 3-7. If it cannot, discard it without sentimentality. Kill concepts in brainstorms,
not after six months of development.
6. **Market awareness is not selling out.** Passion projects still need players. Outer Wilds
was deeply personal AND found its audience because Mobius understood the "curious explorer"
market existed. Validate that real humans want what you are building.
7. **Honest scope from the start.** If the concept requires 20 unique enemy types and the
team has one artist working part-time, say so. Scope honesty is kindness to your future self.
8. **Reference the theory.** All frameworks referenced here (MDA, SDT, Bartle, Flow) are
defined in `docs/game-design-theory.md`. Do not reinvent the definitions. Point there.
### Workflow
---
**PHASE 1: Creative Discovery**
*Goal: Explore the emotional and experiential space before touching mechanics.*
This phase is entirely about excavating what genuinely excites the designer. Not what seems
marketable. Not what is trending on Steam. What makes them lean forward in their chair.
**Exercise 1.1 -- The Excitement Inventory**
Ask these questions and listen carefully to what lights up:
```
DISCOVERY QUESTIONS (ask all, discuss responses)
-------------------------------------------------
1. What is the last game that made you lose track of time? Why?
2. What is a moment in any game that you still think about years later?
3. What emotion do you most want your player to feel?
(wonder, tension, triumph, melancholy, mischief, mastery, connection, dread)
4. What non-game experience would you love to translate into gameplay?
(a sport, a job, a relationship dynamic, a natural phenomenon)
5. If you could only keep ONE system from your favorite game,
which system and why?
6. What is a game that almost got it right but fumbled? What would you fix?
```
Do not rush through these. Each answer contains seeds. Identify recurring themes across
the answers. Those themes are the emotional foundation of the concept.
**Exercise 1.2 -- Reference Mining**
Go beyond games. The most original games draw from unexpected sources.
```
REFERENCE MAPPING
-------------------------------------------------
Category | Title | What it contributed
-------------------------------------------------
Games | [user fills in] | [specific mechanic or feeling]
Films | [user fills in] | [visual style, pacing, theme]
Books | [user fills in] | [world logic, character arc]
Music | [user fills in] | [mood, rhythm, atmosphere]
Real life | [user fills in] | [system, interaction, sensation]
-------------------------------------------------
```
Look for unexpected connections between references. A game that combines the pacing of a
particular film with the system logic of a real-world job is already more interesting than
"like Dark Souls but with guns."
**Exercise 1.3 -- Constraint Mapping**
Constraints define the creative space. Map them honestly.
```
CONSTRAINT INVENTORY
-------------------------------------------------From AlterLab-IEU/AlterLab_GameForge, MIT.
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Signals
- Stars
- 46
- Forks
- 3
- Open issues
- 0
- Last commit (this folder)
- Mar 25, 2026 (7 months ago)
- Last release
- Mar 26, 2026 (7 months ago)
From GitHub (fetched Oct 24, 2026).
Details
- License
- MIT
- First seen
- Oct 24, 2026
- Last checked
- Oct 24, 2026
- Source
- GitHubgithub-graphql
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game-brainstorm skill. Agent Mart. https://agentmart.dev/skills/alterlab-ieu-game-brainstorm (last updated 2026-10-24)