game-retrospective

Generates GDC-style game development post-mortems using six analysis lenses and kill list reviews.

Updated Aug 11, 2026
One-click install
npx skills add https://github.com/zerox-core/AI_Game --skill game-retrospective-zerox-core
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: game-retrospective
Source: https://github.com/zerox-core/AI_Game/tree/main/.continue/skills/game-retrospective
Command: npx skills add https://github.com/zerox-core/AI_Game --skill game-retrospective-zerox-core

SYSTEM DOCUMENTATION & REQUIREMENTS

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.

Frequently Asked Questions about game-retrospective

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I run a game development post-mortem?

Invoke the retrospective workflow with a scope argument such as a sprint number, milestone name, or project. It walks through six game-specific lenses, a kill list review, and produces a structured document in sprint, milestone, or project format.

What is the difference between a sprint retro and a GDC post-mortem?

Agile retros ask what could improve; GDC post-mortems force a committed judgment on what went right and what went wrong. This Skill uses the GDC format with game-specific lenses like core loop validation and ludonarrative checks instead of generic process questions.

Can solo developers use this retrospective workflow?

Yes, the Skill includes a dedicated solo developer facilitation guide with journaling prompts covering time allocation, estimation errors, avoidance signals, and motivation tracking. Solo devs act as both participant and facilitator and write answers down.

When should I not use the game-retrospective skill?

Do not use it for design document reviews or playtesting sessions, which are handled by separate skills. It is specifically for post-hoc analysis after a sprint, milestone, launch, or cancellation, not for forward-looking design evaluation.

What is the kill list in a game post-mortem?

The kill list is a mandatory review of every feature cut during the period, recording the stage when cut, the reason, and whether the call was correct, premature, or too late. It also identifies features that shipped but should have been cut.