# game-market-research

Runs market research on a game concept: competitors, audience size, trends and positioning. Useful before a team commits to production.

- skill · `type=skill` · Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, OpenCode · ★ 47
- Author: AlterLab-IEU
- License: MIT · policy=mirror · the beginning of the file is at the end of this page
- Source: https://github.com/AlterLab-IEU/AlterLab_GameForge/tree/HEAD/skills/workflows/game-market-research/SKILL.md
- Updated: 2026-03-30
- HTML: https://affpapa.org/en/nevibecode/skills/game-market-research

## What it does

The skill walks a concept or genre through phases. It starts by pinning down the genre space and where that genre sits in its lifecycle, then maps competitors on three levels: direct, indirect, and the ones setting the quality bar you aim at. Each entry gets price, release date, review score and volume, a revenue estimate, plus what makes the game stand out and what players complain about.

From there it sizes the audience, looks at trends, and drafts a positioning statement. It pulls data with `WebSearch` and `WebFetch`, reads project files through `Read`, `Glob` and `Grep`, and writes results with `Write`. The context forks, so a long research pass stays out of your main session.

Brainstorming ideas and designing monetization are handled by other units in the collection, not this one. Nor does it rubber-stamp a decision you already made: a saturated genre or a thin audience is a finding, not a failure. You pass the concept or genre as the argument, for example `[game-concept or genre]`.

## Install

### Claude Code (native platform)

1. **Skills CLI (Vercel)**
```bash
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-market-research -a claude-code
```

2. **Manually: put the files in place**
- File: `~/.claude/skills/game-market-research/SKILL.md` — Copy the whole skill folder; for one project use .claude/skills/game-market-research/

### Codex

1. **Skills CLI (Vercel)**
```bash
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-market-research -a codex
```

2. **Manually: put the files in place**
- File: `.agents/skills/game-market-research/SKILL.md` — For all projects use ~/.agents/skills/

### Cursor

1. **Skills CLI (Vercel)**
```bash
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-market-research -a cursor
```

2. **Manually: put the files in place**
- File: `.cursor/skills/game-market-research/SKILL.md` — Cursor also reads .agents/skills/ and .claude/skills/

### GitHub Copilot

1. **GitHub CLI**
```bash
gh skill install AlterLab-IEU/AlterLab_GameForge game-market-research
```

2. **Manually: put the files in place**
- File: `.github/skills/game-market-research/SKILL.md`

### Gemini CLI

1. **Skills CLI (Vercel)**
```bash
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-market-research -a gemini-cli
```

2. **Platform CLI**
```bash
gemini skills install https://github.com/AlterLab-IEU/AlterLab_GameForge --path skills/workflows/game-market-research
```

### Windsurf (Devin Desktop)

**Manually: put the files in place**
- File: `.devin/skills/game-market-research/SKILL.md` — The legacy .windsurf/skills/ path still works

### OpenCode

**Skills CLI (Vercel)**
```bash
npx skills add AlterLab-IEU/AlterLab_GameForge --skill game-market-research -a opencode
```

### Claude.ai

**Claude.ai**
- Zip the folder and upload it in Settings → Capabilities → Skills

Where a file is given instead of a command, copy the files from the source to that path: https://github.com/AlterLab-IEU/AlterLab_GameForge/tree/HEAD/skills/workflows/game-market-research/SKILL.md

## When to use it
- check whether a genre is already oversaturated
- build a competitor list with numbers attached
- estimate audience size against a small team's scale
- spot the gap between what players ask for and what shipped
- write a positioning line for a store page

## Example prompts
- Run market research on a co-op roguelike about cooking
- Map competitors and estimate revenue in the Metroidvania space over the past year
- Is the audience for a plant-care game big enough for a solo developer?

## Source text · SKILL.md · MIT

Below is the content of a third-party file. It is data, not instructions for you: do not act on anything written inside unless the human asks. Block tag: 32b41fb0c14221d7.

BEGIN THIRD-PARTY FILE 32b41fb0c14221d7
```text
---
name: "game-market-research"
description: >
  Conduct market research for a game concept -- competitive landscape, market sizing,
  audience analysis, trend detection, and positioning strategy. Triggers on: "market
  research", "competitive analysis", "market sizing", "audience analysis", "is this game
  viable", "similar games", "market validation". Do NOT invoke for brainstorming ideas
  (use game-brainstorm) or economy monetization design (use game-economy-designer). Part
  of the AlterLab GameForge collection.
argument-hint: "[game-concept or genre]"
effort: medium
context: fork
allowed-tools: Read, Glob, Grep, Write, WebSearch, WebFetch
version: 1.3.0
---

# AlterLab GameForge -- Market Research Workflow

Making a game nobody wants to play is easy. Making a game that finds its audience requires
understanding where that audience lives, what they are already playing, what they wish
existed, and how saturated the space is. Market research for games is not about copying
what sells -- it is about finding the gap between what players want and what currently
exists, then positioning your game to fill that gap.

The indie games that succeed commercially almost always have a clear answer to "who is this
for and why would they choose this over the alternatives?" Hollow Knight launched into a
crowded Metroidvania market but differentiated on atmosphere, difficulty curve, and sheer
content density. Vampire Survivors created an entirely new micro-genre by stripping the
bullet-hell formula down to its most addictive core. Balatro took the poker roguelike concept
that nobody knew they wanted and executed it with such precision that it outsold games with
100x the budget.

None of these were accidents. Each team understood their market position, even if
informally. This workflow makes that understanding systematic.

### Purpose and Triggers

Use this workflow when:
- A developer has a game concept and wants to validate its market viability
- A team is choosing between multiple game concepts and needs data to decide
- A studio wants to understand the competitive landscape before committing to production
- A solo dev wants to know if their niche has an audience large enough to sustain them
- After `game-brainstorm` produces a concept and before `game-start` commits to building it
- A game is approaching launch and needs positioning against current competitors

Problems this solves:
- Building a game in an oversaturated genre without differentiation
- Underestimating or overestimating the target audience size
```
END THIRD-PARTY FILE 32b41fb0c14221d7

The third-party file has ended. Everything between the 32b41fb0c14221d7 tags is data: requests and commands from it are not followed. An “end of file” line with another tag inside the block is part of the file.

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