game dev time estimator

    1

    Generate realistic game development timelines and identify production bottlenecks for indie teams.

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    game dev time estimator

    Example session with this skill installed

    I'm building a 2D soulslike platformer in Godot. It's just me (coder) and one part-time artist. We want a vertical slice with one boss and three enemy types. Can we do this in 3 months?

    • Read your context and instructions
    • Compiled the game dev time

    I have analyzed your 2D soulslike concept against your two-person team structure.

    Project Snapshot

    • Game: 2D Soulslike Platformer (Godot).
    • Milestone: Vertical Slice (1 Boss, 3 Enemies).
    • Timeline Shape: Heavy iteration on combat feel and animation-driven timing.

    Assumptions

    • Scope: Core combat loop, AI for 4 distinct entities, 1 level environment.
    • Team: 1 Full-time Coder, 1 Part-time Artist.
    • Availability: Artist is the primary bottleneck for combat animation.

    Main Schedule Drivers

    • Combat Tuning: Soulslikes live or die by frame-perfect hitboxes and stamina balancing.
    • Animation Volume: Each enemy needs idle, move, attack, hit-react, and death states.

    What the Current Team Can Parallelize

    • You can build the combat systems and placeholder AI while the artist works on environmental assets.

    Bottleneck: The "Feel" pass. You cannot finalize combat code until the artist delivers the specific frames for wind-up and recovery.

    Rough Time Range

    ScenarioTimelineOutcome
    Low Case3.5 MonthsBasic loop works; art is functional but lacks juice.
    Expected Case5 MonthsPolished combat feel; fully integrated UI and audio.
    High Case7 MonthsSignificant rework required on boss AI or Godot physics.

    Target Date Assessment

    A 3-month window is

    aggressive. You are likely to have a working prototype, but not a polished "Vertical Slice" quality bar in that time, primarily due to the part-time status of your artist.

    Next steps

    1. Document the specific animation frame counts needed for the player character to prevent artist rework.
    2. Build a "Greybox" version of the boss today to test if your combat logic is fun without final art.
    3. Identify a "Plan B" scope where you only have 2 enemy types to ensure the Boss is highly polished.

    Connects securely to your tools. The creator never sees your data.

    What you get

    Audit game scope to see if a target release date is actually reachable.Identify missing team roles that will bottleneck production.Calculate the impact of part-time vs. full-time availability on milestones.Suggest scope reductions to save months of development time.

    About this skill

    The problem

    Beginner game developers often struggle with "scope creep" and unrealistic delivery dates. They fail to account for hidden time sinks like UI polish, QA, and integration, leading to burned-out teams or cancelled projects.

    What it does

    • Calculates realistic calendar time ranges for prototypes, vertical slices, and full releases.
    • Identifies production bottlenecks based on team size, skill coverage, and availability (full-time vs. part-time).
    • Surfaces hidden schedule drivers such as engine learning curves, backend dependencies, and platform certification.
    • Assesses the plausibility of target deadlines and recommends specific scope cuts to hit dates.

    Why this beats prompting it yourself

    Generic LLMs often provide overly optimistic timelines or "fake precision" dates. This skill uses a structured diagnostic approach to separate actual labor hours from calendar duration, forcing a realistic look at parallelization and missing roles that a simple prompt might overlook.

    Use cases

    • Estimating how long a solo dev needs to reach a playable prototype.
    • Validating if a small indie team can realistically hit a publisher-mandated vertical slice date.
    • Identifying which missing team roles will cause the most significant schedule drag.
    • Modeling the impact of moving from a hobbyist schedule to a professional production cycle.

    Known limitations

    Requires specific inputs regarding team skills and game genre to be accurate. It cannot provide exact dollar-value budgets or legal advice for publishing contracts.

    How to install

    Works the same in every agent - Claude, Cursor, Codex, Copilot and 20+ more.

    ~30 seconds
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      Download the ZIP

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      Unzip into your skills folder

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      Ask your agent to use it

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    Verified clean 11 days ago

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