What problem does it solve? Game teams and solo developers repeat the same design mistakes because nobody documents why features failed, cuts were made, or the core loop underperformed. This Skill runs a structured post-mortem in the GDC tradition, forcing honest, evidence-backed analysis instead of sanitized agile retrospectives. ## Core Features & Use Cases - Six Game Development Lenses: Analyzes core loop validation, pillar integrity, scope tier review, flow state, technical debt, and ludonarrative alignment. - Mandatory Kill List and The One Thing: Evaluates every cut feature for correctness and distills the retrospective into a single actionable lesson. - Three Output Formats: Produces sprint (15 min), milestone (45 min), or full project (90 min) post-mortem documents with facilitation guides for solo devs and teams. - Use Case: After archiving an unfinished Godot card game prototype, run a project post-mortem to document what went right, what went wrong, which features should have been cut earlier, and the one lesson to carry into the next project. ## Quick Start Run a project post-mortem for this archived game prototype covering what went right, what went wrong, and the kill list.