game-market-research

Installation
SKILL.md

AlterLab GameForge -- Market Research Workflow

Making a game nobody wants to play is easy. Making a game that finds its audience requires understanding where that audience lives, what they are already playing, what they wish existed, and how saturated the space is. Market research for games is not about copying what sells -- it is about finding the gap between what players want and what currently exists, then positioning your game to fill that gap.

The indie games that succeed commercially almost always have a clear answer to "who is this for and why would they choose this over the alternatives?" Hollow Knight launched into a crowded Metroidvania market but differentiated on atmosphere, difficulty curve, and sheer content density. Vampire Survivors created an entirely new micro-genre by stripping the bullet-hell formula down to its most addictive core. Balatro took the poker roguelike concept that nobody knew they wanted and executed it with such precision that it outsold games with 100x the budget.

None of these were accidents. Each team understood their market position, even if informally. This workflow makes that understanding systematic.

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Apr 12, 2026
game-market-research — alterlab-ieu/alterlab_gameforge