技能创建器
skill-creator
创建、改进和评估自定义技能,把专业流程转化为可重复使用的 AI 能力。
game-market-analyst【数据与研究】Analyze the competitive landscape, identify market positioning, and validate commercial viability of a game concept. The discipline of knowing where your game lives in the market before you build it. Use this skill when: (1) mapping the competitive landscape for a game concept, (2) identifying underserved niches and market gaps, (3) analyzing compara…
独立 GitHub 快照 · 自动分类 · 以原作者文档为准
A great game that nobody finds is a failed product. Market analysis isn't about compromising the vision — it's about understanding the landscape the vision must survive in. Where does your game live? Who's already there? What space is unclaimed? This skill answers those questions before you spend years building.
Market analysis does NOT replace vision. The vision (Skill 1) defines what the game IS. Market analysis defines where it LANDS. A game can be artistically uncompromising and commercially aware. These are not in tension — they're complementary.
What market analysis does:
What market analysis does NOT do:
Who else is playing in your space?
Comp set identification (5-10 titles):
COMP TITLE GENRE OVERLAP AUDIENCE OVERLAP RELEASE STATUS
────────────────── ──────────────── ────────────────── ────────── ──────────
[Game name] [High/Med/Low] [High/Med/Low] [Date] [Active/
Declining/
Dead]
For each comp title, analyze:
TITLE: [Name]
RELEVANCE: [Why this is a comp — what overlap exists?]
WHAT IT DOES WELL: [Strengths players praise — reviews, community sentiment]
WHAT IT DOES POORLY:[Weaknesses players complain about — the gap you can fill]
AUDIENCE SIZE: [Estimated players/units/backers — use available data]
REVENUE ESTIMATE: [If available — Steam Spy, Kickstarter totals, NPD, etc.]
RECEPTION: [Review scores, community sentiment, longevity]
LESSONS: [What can you learn from this title's trajectory?]
Comp set rules:
Where the opportunity lives:
GAP: [What's missing from the current market]
EVIDENCE: [How do you know this gap exists? Player complaints,
community requests, genre trends, underserved personas]
YOUR ANSWER: [How does your game fill this gap specifically?]
GAP SIZE: [Estimated audience — small niche or broad demand?]
RISK: [Why might this gap exist intentionally? Maybe it's been
tried and failed. Maybe the audience is too small.]
Gap discovery methods:
Does the target audience exist at a scale that matters?
PRIMARY AUDIENCE: [From Skill 1 player personas]
ESTIMATED SIZE: [How many people match this persona?]
EVIDENCE: [What data supports this estimate?]
REACHABILITY: [Can you actually reach these people? Where do they
congregate? What media do they consume?]
SPENDING PROFILE: [What do they spend on games? Price sensitivity?]
ACQUISITION COST: [How expensive is it to reach one potential player?]
LOYALTY PROFILE: [Do they stick with games or churn quickly?]
Audience sizing methods:
Viability thresholds (rough guidelines):
These are survival thresholds, not success targets. Your specific economics may differ.
Why this game NOW?
TIMING FACTOR STATUS IMPACT
────────────────── ────────────────── ──────────────────────────────
Genre trend [Rising/Peaking/ [Are players hungry for this
Declining/Dead] genre or fatigued by it?]
Cultural moment [Active/Fading/ [Is there a cultural wave
Not applicable] this game rides?]
Technology shift [Emerging/Mature/ [Does new tech enable this
Not applicable] game in a new way?]
Competitor timing [Window open/ [Is there a gap in the
Crowded/Imminent] release calendar?]
Platform momentum [Growing/Stable/ [Is the target platform
Declining] gaining or losing users?]
Season/Events [Aligned/Neutral/ [Does launch timing align
Conflicting] with buying seasons or events?]
Timing red flags:
Timing green flags:
Where and how will the game reach players?
Digital platform analysis:
PLATFORM AUDIENCE FIT DISCOVERY REVENUE SHARE CONSIDERATIONS
────────────── ────────────── ──────────────── ──────────────── ──────────────
Steam [Fit level] [Organic/Paid] [70/30 std] [Wishlist strategy]
Console (PSN) [Fit level] [Feature risk] [70/30 std] [Dev kit, cert]
Console (Xbox) [Fit level] [Game Pass?] [70/30 or GP] [GP economics]
Switch [Fit level] [eShop limits] [70/30 std] [Performance]
Mobile [Fit level] [CPI costs] [70/30 std] [F2P expectations]
Epic [Fit level] [Exclusivity?] [88/12] [Upfront deals?]
itch.io [Fit level] [Niche/indie] [Variable] [Community focus]
Tabletop distribution analysis:
CHANNEL AUDIENCE FIT MARGIN CONSIDERATIONS
────────────────── ────────────── ────────────── ──────────────────
Publisher deal [Fit level] [Low but safe] [Loss of control, guaranteed reach]
Kickstarter [Fit level] [High] [Marketing intensive, fulfillment risk]
Direct/web store [Fit level] [Highest] [Audience must already exist]
Distribution/retail [Fit level] [Low] [Volume required, shelf competition]
Print-on-demand [Fit level] [Variable] [Low risk, low volume, quality limits]
Convention sales [Fit level] [High] [Labor intensive, limited scale]
What's the right business model?
Pricing analysis:
COMP TITLE PRICE POINT MODEL RECEPTION OF PRICING
────────────────── ────────────── ──────────────── ──────────────────────
[Comp 1] [$XX] [Premium/F2P/Sub] [Fair/Expensive/Cheap]
[Comp 2] [$XX] [Model] [Reception]
[Comp 3] [$XX] [Model] [Reception]
YOUR GAME: [$XX target] [Model] [Rationale]
Monetization models:
Pricing quality check:
Honest assessment of commercial risks:
RISK LIKELIHOOD IMPACT MITIGATION
────────────────── ──────────── ──────────────── ──────────────────────
[Market risk] [High/Med/Low] [High/Med/Low] [What reduces this risk?]
Common market risks:
The Trend Chaser — "Battle royale is hot, let's make a battle royale." By the time you ship, the trend is over. Trends inform timing, they don't dictate vision.
The No-Comp Delusion — "There's nothing like this on the market." There always is. If you can't find comps, you're not looking hard enough — or the audience doesn't exist.
The AAA Fantasy — Comping against titles with 100x your budget. Your indie roguelike is not competing with Elden Ring. Find your actual peers.
The Invisible Market — Building for an audience you've imagined but never validated. "Gamers who want X" — are there enough of them? How do you know?
The Data-Free Pitch — "We believe there's a huge market for this" with no evidence. Beliefs are not analysis.
The Spreadsheet Game — Designing entirely to market data, producing a soulless product that checks boxes but has no identity. Market analysis informs vision; it doesn't replace it.
This skill produces:
These outputs feed into: