game-postmortem — independently scanned and version-tracked by SaferSkills.
SaferSkills independently audited game-postmortem (Agent Skill) and scored it 100/100 (green). The audit ran 55 deterministic rules across Security, Supply Chain, Maintenance, Transparency, and Community; it found 0 high-severity and 0 lower-severity findings. The full rule-by-rule trace and per-finding evidence are below. Free, methodology-open.
Findings & checks · 0 flagged
Every scanned point with the score it earned and what moved between them.
First recorded scan — no prior version to compare against.
The primary manifest — the file an agent reads to learn what this artifact does.
Every shipped game has a story behind it that is more valuable than the game itself. The post-mortem is where that story gets extracted, structured, and turned into reusable knowledge. Without a post-mortem, the team repeats the same mistakes on the next project -- not because they are incompetent, but because memory is selective and unstructured reflection gravitates toward narratives rather than patterns.
The GDC Vault is filled with post-mortems from studios that learned this the hard way. Supergiant documented every Hades development cycle with structured retrospectives, and that institutional knowledge directly informed the Hades II production pipeline. Obsidian's post-mortem on Fallout: New Vegas identified the "18-month death march" anti-pattern that they deliberately avoided in The Outer Worlds' production. ConcernedApe's Stardew Valley post-mortem revealed that the solo dev's biggest risk was not technical -- it was the absence of external feedback loops for 3.5 years.
A good post-mortem is not a blame session. It is not a victory lap. It is a structured data extraction process that produces actionable knowledge for the next project, the next sprint, or the next team.
Use this workflow when:
Problems this solves:
The game-retrospective skill handles sprint-level and milestone-level reflections -- shorter, more focused, with immediate actionable outputs for the next sprint. The post-mortem is broader and deeper: it analyzes the entire project or a major phase, looking for systemic patterns rather than sprint-specific issues.
Use game-retrospective for: "What should we do differently next sprint?" Use game-postmortem for: "What should we do differently next project?"
If retrospective data exists from previous sprints, the post-mortem ingests it as input data for pattern analysis (see Phase 3).
These values are injected automatically via shell preprocessing. They provide quantitative project data that grounds the post-mortem in facts rather than feelings.
git rev-list --count HEAD 2>/dev/null || echo "No git history"echo "First commit: $(git log --reverse --format='%ai' 2>/dev/null | head -1 || echo 'unknown') / Latest commit: $(git log -1 --format='%ai' 2>/dev/null || echo 'unknown')"git log --since="12 weeks ago" --format="%aW" 2>/dev/null | sort | uniq -c | sort -rn | head -12 || echo "No recent history"git shortlog -sn --no-merges 2>/dev/null || echo "No contributor data"git log --pretty=format: --name-only 2>/dev/null | sort | uniq -c | sort -rn | head -15 || echo "No file history"git tag -l --sort=-creatordate --format='%(refname:short) %(creatordate:short)' 2>/dev/null | head -10 || echo "No tags"gh issue list --limit 20 --state open 2>/dev/null || echo "No GitHub issues accessible"gh issue list --limit 20 --state closed 2>/dev/null || echo "No GitHub issues accessible"ls production/sprints/*retro* production/sprints/*retrospective* 2>/dev/null || echo "No retrospective files found"ls production/session-state/last-sprint.json production/session-state/velocity.json 2>/dev/null || echo "No sprint state data"failures is a post-mortem that will never be honest. Attribute problems to processes, decisions, and systemic conditions -- never to people. "The rendering pipeline had no code review gate" is actionable. "Dave wrote bad shaders" is toxic and useless.
trends, bug counts) before moving to subjective reflection. Numbers anchor the conversation and prevent revisionist memory. The auto-populated data above is the starting point, not decoration.
learned helplessness. Teams that only celebrate successes develop blind spots. The post-mortem allocates structured time to both.
hold a 15-minute sync at the start of each sprint to align art and code priorities" is a lesson. Every finding must produce a specific, implementable action item.
production/milestones/or design/postmortems/ and referenced in future project setup. A post-mortem that sits in a folder and is never read again has zero value.
The post-mortem runs in five phases. Each phase has specific inputs, activities, and outputs. The phases build on each other -- do not skip phases or reorder them.
Phase 1: Data Collection
Gather quantitative and qualitative data about the project or milestone period.
Quantitative data (from auto-populated fields and manual collection):
production/session-state/velocity.json)Qualitative data (collected from team or solo dev reflection):
For solo developers, qualitative data comes from self-reflection. The developer should review their own commit messages, TODO comments, and any personal development logs.
Phase 2: Team Reflection
Structured reflection using specific, answerable questions. These questions are designed to extract signal from noise.
What went well (preserve and amplify):
What went wrong (understand and fix):
What was surprising (learn from the unexpected):
For each answer, ask the follow-up: "What specific change would address this for next time?" Vague answers get vague follow-ups until they produce concrete actions.
Phase 3: Pattern Analysis
Cross-reference the data from Phase 1 with the reflections from Phase 2 to identify systemic patterns. Individual incidents are symptoms. Patterns are diseases.
Pattern categories to look for:
Estimation patterns:
Dependency patterns:
Scope patterns:
Quality patterns:
Communication patterns:
If retrospective notes exist from previous sprints (from the auto-populated data), read them and look for recurring themes. A problem that appeared in three consecutive sprint retrospectives and was never resolved is a systemic failure, not a sprint-level issue.
Phase 4: Lesson Extraction
Transform patterns into lessons. Each lesson follows a specific format:
LESSON FORMAT
---------------------------------------------------------------
Pattern observed: [what happened, with supporting data]
Root cause: [why it happened, traced to a process or decision]
Impact: [what it cost in time, quality, morale, or scope]
Lesson: [one sentence statement of what was learned]
Action item: [specific, implementable change for next project]
Owner: [who is responsible for implementing the change]
Verification: [how to check if the change was implemented]
---------------------------------------------------------------Aim for 5-10 high-quality lessons rather than 20 shallow ones. Each lesson should be something the team can point to in six months and say "we changed this because of the post-mortem, and here is what happened."
Categorize lessons by domain:
Phase 5: Action Items and Archival
Convert lessons into a concrete action plan and archive the post-mortem.
Action item format:
ACTION ITEM
---------------------------------------------------------------
ID: PM-[project]-[number]
Lesson: [reference to lesson from Phase 4]
Action: [specific change to implement]
Owner: [responsible person or role]
Deadline: [when this should be in place — ideally before next project]
Status: [ ] Not started / [ ] In progress / [ ] Complete
Verification: [how to confirm it was done]
---------------------------------------------------------------Archival:
production/milestones/postmortem-[name].md@templates/post-mortem.md for the output template@docs/collaboration-protocol.md or@docs/coordination-rules.md accordingly
The workflow produces a Post-Mortem Report structured as follows. Reference @templates/post-mortem.md for the full template.
# Post-Mortem Report: [Project/Milestone Name]
**Date:** [date]
**Period covered:** [start date] to [end date]
**Team size:** [number]
**Project duration:** [weeks/months]
**Scope:** [project | milestone: name]
## Executive Summary
[3-5 sentences: what was built, whether it met its goals, and the top 3 lessons]
## Quantitative Overview
| Metric | Planned | Actual | Delta |
|--------|---------|--------|-------|
| Duration | [weeks] | [weeks] | [+/- weeks] |
| Features | [count] | [count] | [+/- count] |
| Bugs at ship | [target] | [actual] | [+/- count] |
| Sprint velocity avg | [planned] | [actual] | [+/- %] |
## What Went Well
1. [Finding with supporting evidence]
2. [Finding with supporting evidence]
3. [Finding with supporting evidence]
## What Went Wrong
1. [Finding with root cause analysis]
2. [Finding with root cause analysis]
3. [Finding with root cause analysis]
## Surprises
1. [Unexpected finding and what it revealed]
2. [Unexpected finding and what it revealed]
## Pattern Analysis
### Estimation Accuracy
[Analysis with data]
### Dependency Bottlenecks
[Analysis with data]
### Scope Management
[Analysis with data]
### Quality Trajectory
[Analysis with data]
## Lessons Learned
### Lesson 1: [Title]
- **Pattern:** [what happened]
- **Root cause:** [why]
- **Impact:** [cost]
- **Action:** [what to change]
### Lesson 2: [Title]
[repeat format]
## Action Items
| ID | Action | Owner | Deadline | Status |
|----|--------|-------|----------|--------|
| PM-001 | [action] | [owner] | [date] | Not started |
## Appendix
- Sprint retrospective summaries (if available)
- Commit frequency charts
- File churn analysis
- Bug trajectory dataA successful post-mortem meets all of these:
Full 5-phase workflow. Ingest all available git data, sprint histories, and retrospective notes. Produce a comprehensive project-level post-mortem with lessons that inform the next project's setup.
Milestone-scoped post-mortem. Focus the data collection on the period between project start and alpha. Compare the alpha deliverable against the original alpha goals. Extract lessons that can be applied before beta.
Cancellation post-mortem. Extra emphasis on Phase 3 (pattern analysis) to understand why the project failed. The action items focus on what to change in the next project to avoid the same fate. Be honest but constructive.
Solo dev post-mortem. Phase 2 becomes self-reflection. Commit frequency patterns reveal work habits (was there crunch? burnout gaps?). Estimation accuracy across tasks reveals personal bias patterns. Action items are personal process changes.
Post-mortem retrieval and application. Read the archived post-mortem, review the action items, check which ones were implemented, and flag any that were not. Feed the unaddressed lessons into the new project's game-start workflow.
@docs/collaboration-protocol.md for interaction standards@docs/coordination-rules.md for escalation paths@templates/post-mortem.md for the output templateproduction/milestones/postmortem-[name].mdgame-retrospective, use the retrospective output as Phase 2 inputPart of the AlterLab GameForge -- Indie Game Development Skills suite.
~30 seconds. Free. No account. Every finding cites a rule and a line of evidence.