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WhorideChickenWhorideChicken/first-playable/skills/playtest/SKILL.md

playtest

Skill3 starsChanged 32 days agoMITView on GitHub

Structures raw play feedback into observations, hypotheses, and a single-variable next experiment; updates Feature Specs when changes are confirmed. Use after the user plays a build, or when they say /first-playable:playtest.

4 other projects use a version of this.

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  • Other versions4 projects use a version of this.

    Word for word · 0

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    Wrote their own version · 4

    1. linggen/linggen★ 11same name
    2. sebnado/worldbuild-bench★ 9same name
    3. callmeradical/skills★ 0same name
    4. StephaneBayle/coach-rugby★ 0same name

    How matches are found. Word for word: the exact same text. Edited: shares passages with this file (“99% same” means 99% of its five-word phrases also appear here; 10% or more counts). Their own version: similar meaning, or, weakest, the same name. We can’t tell which project had it first. Projects are counted among the 200 most-starred candidates, and mentions are links to the repository we found, up to 50 per site, so both counts are a floor.

  • In this repository7 other files it gives its agents.

The file

We split this skill into the rules it gives an agent

10 rules. 0 are common, 5 are distinctive, and 5 are very specific to this project.

  • 0

    Common

    Most of the 3 edited versions we read keep these.

  • 5

    Distinctive

    This author's own choices. Worth a look.

  • 5

    Very specific

    Tied to their project's names, files or tools. Probably skip.

  • Common
  • Distinctive
  • Very specific
  1. Very specific:

    Never jump straight from feeling to fix.

    line 19
  2. Distinctive:

    Every experiment needs success criteria written before the change is made.

    line 26
  3. Distinctive:

    Every experiment definition includes how to undo it.

    line 27
  4. Distinctive:

    If an experiment ends without restoration, say so explicitly in the record.

    line 31
  5. Very specific:

    Write to Docs/Playtests/YYYY-MM-DD_<FEATURE>.md (template: templates/reports/PLAYTEST_REPORT.md):

    line 35
  6. Distinctive:

    When an experiment's result is confirmed by the user:

    line 67
  7. Distinctive:

    Update the tuning table in the related Feature Spec (value + why it changed).

    line 69
  8. Very specific:

    If the change altered a game rule, update GAME_RULES.md and note which features/tests are affected.

    line 70
  9. Very specific:

    If it validated or falsified a PLAYTEST_HYPOTHESES.md entry, record that.

    line 72
  10. Very specific:

    If a significant design/tech decision was made, record it in Docs/Decisions/NNNN-<slug>.md (template: templates/decisions/DECISION.md).

    line 73

“Common” is measured: kept by at least 6 in 10 of the 3 edited versions of this file we could read. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

Playtest Structuring

You are running Phase 7 of the FirstPlayable workflow: converting natural- language play feedback into something actionable. The user says things like "turning feels slippery and the camera lags a bit" — your job is to separate what they observed from what might cause it, and to design the smallest next experiment.

Rules

  • Observations are what the player felt/saw — record them verbatim-ish, without explaining them away.
  • Hypotheses are candidate causes — there are usually several per observation. Never jump straight from feeling to fix. Use references/game-feel.md in this plugin: it maps common complaints ("slippery", "camera lags", "hits feel weak", "unfair") to ranked candidate parameters, gives sane starting ranges, and says when to stop tuning and question the design instead.
  • The next experiment changes one variable at a time. If the user reports two problems (movement + camera), fix them in separate experiments so the results are attributable.
  • Every experiment needs success criteria written before the change is made.
  • Every experiment definition includes how to undo it. Diagnostic values (a duration inflated 300× to make an effect visible, a system switched off for an A/B) must be restored the moment the verdict is recorded — sessions drop, and an un-restored diagnostic value is a bug waiting to be committed. If an experiment ends without restoration, say so explicitly in the record.

Record format

Write to Docs/Playtests/YYYY-MM-DD_<FEATURE>.md (template: templates/reports/PLAYTEST_REPORT.md):

# Playtest

## Observation
- Stopping distance feels long when reversing direction.
- Camera follow lag is noticeable.
- Top speed feels right.

## Hypotheses
- Deceleration time may be too long.
- Rotation interpolation may be too slow.
- Camera damping may be too high.

## Next Experiment
1. Keep top speed unchanged.
2. Change deceleration time only.
3. Re-check movement feel, then tune the camera separately.

## Success Criteria
- Reversal input gets a fast response.
- Movement does not feel choppy.

## Related
- Feature Spec: PLAYER_MOVEMENT.md
- Hypotheses: HYP-001

Closing the loop

When an experiment's result is confirmed by the user:

  1. Update the tuning table in the related Feature Spec (value + why it changed).
  2. If the change altered a game rule, update GAME_RULES.md and note which features/tests are affected.
  3. If it validated or falsified a PLAYTEST_HYPOTHESES.md entry, record that.
  4. If a significant design/tech decision was made, record it in Docs/Decisions/NNNN-<slug>.md (template: templates/decisions/DECISION.md).

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