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Game Greenlight Analyst
Don't greenlight games on gut feel. Get evidence-first memos with a verdict, SWOT, competitor analysis, and conditions for indies pitching and publishers deciding.
$20
Game Greenlight Analyst
Example session with this skill installed
Greenlight this for me, internal memo, full depth. A 1–4 player co-op horror roguelike: by night, players investigate a Lovecraftian dungeon beneath an ancient mansion; by day, they unravel the mansion's mysteries, which unlock upgrades and capabilities for the next descent. It's a 3D action RPG roguelike with the feel of Hades and the grail-dungeon crawling of Bloodborne, in cosmic horror. Proposed Team: 6 people, $1.8M, 2.5 years, PC/Steam at $25.
- Read your context and instructions
- Compiled the game greenlight analyst
Delivers a robust summary memo by default (see below)
Summary
Verdict: Go-if. Market 6.3 / Studio 4.6 → about 6.8 / 6.0 with conditions 1–3 met. The loop works: day mysteries feed night power, the proven Hades hub pattern. But "co-op Hades" is already taken, and the closest small-team leap to 3D online co-op landed Mixed. Win on the mansion and the madness, not the co-op. Confidence: Medium. The team figures were assumed.
| Score | Why | |
|---|---|---|
| Market opportunity | 6.3 / 10 | Proven flavor, rising horror hit rate, but a live co-op incumbent and a crowding co-op roguelite pipeline |
| Studio readiness | 4.6 / 10 | 3D + 4-player online co-op + two game modes is ambitious for ~6 people |
SWOT (drives the conditions)
| Strengths | Weaknesses |
|---|---|
| S1 The pillars interlock: day mysteries unlock night power | W1 3D online co-op + two modes is heavy scope for ~6 people |
| S2 The flavor sells: Hades 1M+ within 3 days of 1.0; Risk of Rain 2 4M on Steam | W2 Horror and power fantasy pull against each other |
| S3 Realistic runway: ~$120k per head-year | W3 Starts with no following |
| Opportunities | Threats |
|---|---|
| O1 Players ask for co-op Hades (Steam threads, creators) | T1 Sworn already ships 3D 1–4-player "Hades but co-op" (82% of 2,680 reviews) |
| O2 Horror hit rate rising: 1.8% → 3.2% of 2025 releases | T2 Wizard of Legend 2's jump to 3D co-op: Mixed, 53% of 1,964 |
| O3 Co-op horror goes viral (Lethal Company 10M+ est.) | T3 Souls-like label: 3 of 340 releases hit 1,000 reviews in 2025 |
Conditions (every pillar kept)
- Make the horror a system, not a skin. An insight/madness track that reshapes the run. Addresses W2.
- Lead with the mansion, never "co-op Hades." Addresses T1.
- Full-promise 3D online co-op slice by month 10–12:
- Don't sell it as a souls-like; Bloodborne is texture. Addresses T3.
- Build a following from month 1 with clip-able co-op horror moments. Addresses W3, uses O3.
- Re-score with the real team composition.
Investor view: recoup scenarios (budget ~$1.8M, breakeven ~140–165k units)
| Scenario | Comparable | Units (est.) | Recoups? |
|---|---|---|---|
| Downside | Wizard of Legend 2 | 39–79k | No |
| Base | Sworn | 54–107k | No, short by $0.4–1.2M |
| Upside | Ravenswatch (700k players) | Several hundred k | Yes |
Dissent on record: funding full production now bets that ~6 people ship 3D online co-op plus two modes in 2.5 years. Market precedent: Wizard of Legend 2 (Mixed, 53%).
Next steps
- Tranche ~$0.6–0.7M to the slice gate. Release the rest only if the slice lands.
- Prototype the madness system with 4 players before anything else.
- Swap in real team data and re-run to update the studio score.
- Open the HTML memo: charts (greenlight matrix, investment ladder, timeline, friction map), 13 numbered sources, and Internal / Publisher / Investor / Team views.
Made with Game Greenlight Analyst · Teddy Bear's Picnic · Not financial or legal advice.
Connects securely to your tools. The creator never sees your data.
What you get
About this skill
- Hard caps override the math. An idea based on two games bolted together is a No, however good the market looks.
- Conditions can't gut your pitch. If your game only works with a core pillar cut, it's a different game, and the verdict says so.
- The verdict never softens for its audience. The publisher view and the internal view reach the same call.
- When Game Greenlight Analyst says no, it says why, and what would earn a second look.
- Pulls real comparable games ("comps"): 4–5 hits and at least 2 failures, with sourced sales, reviews and dates
- Names your live competitors: who already owns your lane, and who's launching into your window
- Checks genre health (Steam hit rates by genre) and the unseen pipeline
- Tests whether your pillars form one loop, or two games bolted together
- Runs every mechanic through a friction test: does it amplify the genre's payoff or tax it?
- Finds a real market precedent for your riskiest bet
- Verdict: Go / Go-if / Fix studio first / Rework concept / No, with confidence
- SWOT that drives the conditions, with every item linked to what it changes
- Greenlight matrix with your comps plotted beside you
- Player Investment Ladder, launch timeline, and friction map
- Conditions you can gate on, or a path back to qualify for Go if your results are a No
- Dissent on record: the assumptions an override is betting on, and what they cost if wrong
- Every number sourced, dated, and tagged measured, estimated, or judged
- Indie developers: know if it'll sell before you spend your savings, and walk into publisher meetings with their analysis already done.
- Publishers and producers: one consistent bar for the pitch pile, with the dissent written down.
- Investors: recoup scenarios and tranche gates before the money moves.
Language guardrails (agreed)
- Say "demo plans," or describe demos; the skill can't play builds.
- Say "evidence-first," not "without bias."
- Frame funding as a "decision aid"; always pair it with the not-financial-advice line.
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