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    Game Greenlight Analyst

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    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.

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    Game Greenlight Analyst

    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.

    ScoreWhy
    Market opportunity6.3 / 10Proven flavor, rising horror hit rate, but a live co-op incumbent and a crowding co-op roguelite pipeline
    Studio readiness4.6 / 103D + 4-player online co-op + two game modes is ambitious for ~6 people

    SWOT (drives the conditions)

    StrengthsWeaknesses
    S1 The pillars interlock: day mysteries unlock night powerW1 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 SteamW2 Horror and power fantasy pull against each other
    S3 Realistic runway: ~$120k per head-yearW3 Starts with no following
    OpportunitiesThreats
    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 releasesT2 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)

    1. Make the horror a system, not a skin. An insight/madness track that reshapes the run. Addresses W2.
    2. Lead with the mansion, never "co-op Hades." Addresses T1.
    3. Full-promise 3D online co-op slice by month 10–12:
    4. Don't sell it as a souls-like; Bloodborne is texture. Addresses T3.
    5. Build a following from month 1 with clip-able co-op horror moments. Addresses W3, uses O3.
    6. Re-score with the real team composition.

    Investor view: recoup scenarios (budget ~$1.8M, breakeven ~140–165k units)

    ScenarioComparableUnits (est.)Recoups?
    DownsideWizard of Legend 239–79kNo
    BaseSworn54–107kNo, short by $0.4–1.2M
    UpsideRavenswatch (700k players)Several hundred kYes

    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

    Go / no-go verdicts on game conceptsPublisher pitch prep with evidence-backed memosCompetitor and comp analysis with sourced sales dataSWOT-driven conditions to fix a concept before you buildInvestor recoup scenarios and funding gatesLaunch-window and pipeline crowding checksScope reality checks for indie and small teamsPost-mortems on why a game sold or flopped

    About this skill

    Every game ever made is a bet. Most studios decide what they are going to make based on either gut feel or evidence of previous success. Imagine that someone internally loves the pitch. Still, nobody anticipates what the market is going to be like in the future. Eighteen months later, the studio finds out in the reviews or in the layoffs. Don't leave critical studio decisions up to chance, gut feelings, or instincts. This skill will tell you no. Most AI tools flatter your idea. This one is built to find the reason any given game pitch or concept won't sell, and to say so:
    • 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.
    Game Greenlight Analyst does the homework before anyone makes the call. Your agent:
    • 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
    Now you're informed about potential market response, the good and the bad. What you get: a charted decision memo
    • 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
    One memo, for four very different readers. Switch between Internal, Publisher, Investor, and Team views. The framing of each report changes to match priorities for each role; the findings stay the same. Who it's for
    • 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.
    Built by an industry veteran. The method comes from 25 years of AAA development and real greenlight decisions, packaged by Teddy Bear's Picnic. Two depths, your choice: brief (a fast ~5-search gut check with the verdict, SWOT and key charts) or full (the complete memo). The skill asks at the start. Limits, stated plainly: it can't play your build, so describe it. Sales figures are ranges, not forecasts. It needs web search. Agents that can't render HTML get a text memo. Not financial or legal advice. Updated quarterly: the comps and genre-health library is refreshed and versioned every quarter.

    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.

    How to install

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

    ~30 seconds
    1. 1

      Download the ZIP

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    2. 2

      Unzip into your skills folder

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    3. 3

      Ask your agent to use it

      Restart the agent if it was already running. It picks the skill up automatically - no config needed.

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    Click the path to copy it. Create the folder if it does not exist yet.

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