From gamedev-overture
This skill provides templates, analysis frameworks, and quality criteria for game reverse-engineering and competitive analysis. Used when analyzing external games for mechanics, technology, marketing, retention, and market positioning. Loaded by game-researcher agent and game-analyze command.
npx claudepluginhub tundraray/overture --plugin gamedev-overtureThis skill uses the workspace's default tool permissions.
Framework for systematic reverse-engineering and analysis of external games to extract actionable insights for player retention, market positioning, and game design decisions.
references/executive-summary-template.mdreferences/game-feel-report-template.mdreferences/market-position-report-template.mdreferences/marketing-report-template.mdreferences/mechanic-detail-template.mdreferences/mechanics-overview-template.mdreferences/retention-report-template.mdreferences/technology-report-template.mdreferences/ui-ux-report-template.mdConducts game domain and industry research for report generation. Activates on requests like 'create a research report on [game domain or industry]' or via /gds-domain-research.
Transforms raw playtest observations from notes, footage, or telemetry into prioritized findings, design hypotheses, action plans with owners, and milestone impacts. Useful for game feature iteration, team alignment on feedback, or evidence-based decisions.
Comprehensive game design theory covering MDA framework, player psychology, balance principles, and progression systems. Master why games are fun.
Share bugs, ideas, or general feedback.
Framework for systematic reverse-engineering and analysis of external games to extract actionable insights for player retention, market positioning, and game design decisions.
All game research is stored per game under the user's project:
docs/game-research/
{game-slug}/
raw-research.md # Raw data from game-researcher
mechanics/ # Per-mechanic reverse engineering
overview.md # sr-game-designer: all mechanics map, core loop
{mechanic-slug}.md # mechanics-developer: detailed per-mechanic analysis
technology-analysis.md # Engine, frameworks, performance
marketing-analysis.md # Marketing strategies, community
retention-analysis.md # Retention mechanics, monetization
market-position.md # Competitive landscape
ui-ux-analysis.md # UI/UX design analysis
game-feel-analysis.md # Polish, juice, feedback
executive-summary.md # Final synthesis with recommendations
source-code/ # Source code notes (if available)
architecture.md
patterns.md
Naming: {game-slug} = lowercase, hyphenated game name (e.g., hollow-knight, stardew-valley, clash-royale)
Each game should be analyzed across these dimensions:
| Pillar | Key Questions | Primary Agent |
|---|---|---|
| 1. Core Loop | What is the fundamental gameplay cycle? How long is one loop? What drives repetition? | sr-game-designer |
| 2. Progression | How does the player advance? What are the unlock gates? What creates the "one more turn" feeling? | sr-game-designer |
| 3. Retention Mechanics | What brings players back? Daily hooks? Social obligations? FOMO? Loss aversion? | data-scientist |
| 4. Monetization | What is the revenue model? What are the conversion triggers? How does spending enhance experience? | market-analyst |
| 5. Technology | What engine/framework? How do they handle performance? What are technical differentiators? | mechanics-developer |
| 6. Marketing & Community | How was the game marketed? What communities exist? How is content distributed? | market-analyst |
| 7. Game Feel | What makes the game "feel good"? Audio design, visual feedback, input responsiveness? | game-feel-developer |
Special focus area — what keeps players engaged:
For open-source games or games with accessible source code:
| Analysis Area | What to Extract |
|---|---|
| Architecture | Module structure, dependency graph, entry points |
| State Management | How game state is stored, updated, persisted |
| Event System | Communication patterns, decoupling strategy |
| Networking | Client-server model, sync strategy, lag compensation |
| Performance | Object pooling, rendering pipeline, memory management |
| AI Systems | Decision trees, state machines, behavior patterns |
| Content Pipeline | How content is loaded, cached, hot-swapped |
| Tier | Source Type | Confidence | Usage |
|---|---|---|---|
| Verified | Official developer data, store APIs, public financials | 90%+ | Direct citation |
| Inferred | Review aggregation, community data, tool analysis | 60-89% | Cite with confidence level |
| Estimated | Industry benchmarks, comparable titles, analyst reports | 30-59% | Mark as estimate |
| Speculative | Educated guesses based on patterns | <30% | Mark as hypothesis |
| Depth Level | Sources Required | Reports Generated | Estimated Duration |
|---|---|---|---|
| Quick | Store page + 3 reviews + 1 article | Executive Summary only | ~10 min |
| Standard | Store page + 10 reviews + 3 articles + community scan | All 8 reports | ~30 min |
| Deep | Standard + source code + gameplay analysis + developer interviews | All 8 reports + source code analysis | ~60 min |
Before a report is considered complete:
When analyzing multiple games, generate a comparison matrix:
## Comparison Matrix: [Game A] vs [Game B] vs [Game C]
| Dimension | Game A | Game B | Game C | Our Opportunity |
|-----------|--------|--------|--------|----------------|
| Core Loop Duration | X min | Y min | Z min | Target |
| D1 Retention | X% | Y% | Z% | Target |
| D30 Retention | X% | Y% | Z% | Target |
| ARPU | $X | $Y | $Z | Target |
| Session Length | X min | Y min | Z min | Target |
| Metacritic | X | Y | Z | Target |
| Community Size | X | Y | Z | Target |