playtest-report
Skill1 starsChanged 3 months agoMITView on GitHub
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
11 other projects use a version of this, 10 of them edited.
Adopted by
Most recently taken up by
- striderZA/OpenCodeGameStudiosedited, first seen Nov 4, 2026
- Donchitos/Claude-Code-Game-Studiosedited, first seen Oct 19, 2026
- venus2099/codex-game-studiosedited, first seen Oct 17, 2026
- Swih/godot-foundryedited, first seen Oct 11, 2026
- scotidev/GameDevStudioedited, first seen Oct 9, 2026
- HunLuanZhiZhu/Game-Studios-Pluginedited, first seen Oct 5, 2026
Other versions11 projects use a version of this.
Word for word · 0
None found.
Edited · 10
- Donchitos/Claude-Code-Game-Studios★ 27k59% same
- striderZA/OpenCodeGameStudios★ 11897% same
- CoralGame/Claude-Code-Game-Studios★ 1984% same
- dawn840705/codex-code-studios★ 1779% same
- lilangMax/ClaudeCodeGameStudios★ 899% same
- hongyuanc/codex-game-studios★ 575% same
- HunLuanZhiZhu/Game-Studios-Plugin★ 197% same
- scotidev/GameDevStudio★ 184% same
- Swih/godot-foundry★ 184% same
- venus2099/codex-game-studios★ 161% same
Wrote their own version · 1
- pixel-cellar/Claude-Code-Game-Studios★ 324same 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 repository90 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- adoptSkill
- api-cost-gateSkill
- architecture-decisionSkill
- architecture-reviewSkill
- art-bibleSkill
- asset-auditSkill
- asset-specSkill
- balance-checkSkill
- brainstormSkill
- bug-reportSkill
- bug-triageSkill
- changelogSkill
- code-reviewSkill
- consistency-checkSkill
- content-auditSkill
- create-architectureSkill
- create-control-manifestSkill
- create-epicsSkill
- create-prdSkill
- create-storiesSkill
- day-one-patchSkill
- design-reviewSkill
- design-systemSkill
- dev-storySkill
- doc-relinkSkill
- estimateSkill
- gate-checkSkill
- governance-bible-initSkill
- helpSkill
- hotfixSkill
- humanize-koreanSkill
- humanize-redoSkill
- humanizeSkill
- launch-checklistSkill
- legacy-purgeSkill
- lesson-logSkill
- lesson-reviewSkill
- localizeSkill
- map-systemsSkill
- milestone-reviewSkill
- onboardSkill
- patch-notesSkill
- perf-profileSkill
- product-conceptSkill
- project-stage-detectSkill
- propagate-design-changeSkill
- prototypeSkill
- qa-planSkill
- quick-designSkill
- regression-suiteSkill
- release-checklistSkill
- remove-bgSkill
- retrospectiveSkill
- reverse-documentSkill
- review-all-gddsSkill
- scope-checkSkill
- security-auditSkill
- self-loopSkill
- setup-engineSkill
- The first 60 shown.
The file
We split this skill into the rules it gives an agent
7 rules. 2 are common, 0 are distinctive, and 5 are very specific to this project.
2
Common
Most of the 10 edited versions we read keep these.
0
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
- Very specific: line 12
If --review [full|lean|solo] was passed → use that
- Common: line 95
Read the raw notes at the provided path.
- Very specific: line 142
After categorising findings, spawn creative-director via Task using gate CD-PLAYTEST (.claude/docs/director-gates.md).
- Very specific: line 152
Ask: "May I write this playtest report to production/qa/playtests/playtest-[date]-[tester].md?"
- Common: line 154
If yes, write the file, creating the directory if needed.
- Very specific: line 163
After addressing design changes: re-run /design-review on the updated GDD.
- Very specific: line 164
After fixing bugs: re-run /bug-triage to update priorities.
“Common” is measured: kept by at least 6 in 10 of the 10 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.
Files
Phase 1: Parse Arguments
Resolve the review mode (once, store for all gate spawns this run):
- If
--review [full|lean|solo]was passed → use that - Else read
production/review-mode.txt→ use that value - Else → default to
lean
See .claude/docs/director-gates.md for the full check pattern.
Determine the mode:
new→ generate a blank playtest report templateanalyze [path]→ read raw notes and fill in the template with structured findings
Phase 2A: New Template Mode
Generate this template and output it to the user:
# Playtest Report
## Session Info
- **Date**: [Date]
- **Build**: [Version/Commit]
- **Duration**: [Time played]
- **Tester**: [Name/ID]
- **Platform**: [PC/Console/Mobile]
- **Input Method**: [KB+M / Gamepad / Touch]
- **Session Type**: [First time / Returning / Targeted test]
## Test Focus
[What specific features or flows were being tested]
## First Impressions (First 5 minutes)
- **Understood the goal?** [Yes/No/Partially]
- **Understood the controls?** [Yes/No/Partially]
- **Emotional response**: [Engaged/Confused/Bored/Frustrated/Excited]
- **Notes**: [Observations]
## Gameplay Flow
### What worked well
- [Observation 1]
### Pain points
- [Issue 1 -- Severity: High/Medium/Low]
### Confusion points
- [Where the player was confused and why]
### Moments of delight
- [What surprised or pleased the player]
## Bugs Encountered
| # | Description | Severity | Reproducible |
|---|-------------|----------|-------------|
## Feature-Specific Feedback
### [Feature 1]
- **Understood purpose?** [Yes/No]
- **Found engaging?** [Yes/No]
- **Suggestions**: [Tester suggestions]
## Quantitative Data (if available)
- **Deaths**: [Count and locations]
- **Time per area**: [Breakdown]
- **Items used**: [What and when]
- **Features discovered vs missed**: [List]
## Overall Assessment
- **Would play again?** [Yes/No/Maybe]
- **Difficulty**: [Too Easy / Just Right / Too Hard]
- **Pacing**: [Too Slow / Good / Too Fast]
- **Session length preference**: [Shorter / Good / Longer]
## Top 3 Priorities from this session
1. [Most important finding]
2. [Second priority]
3. [Third priority]Phase 2B: Analyze Mode
Read the raw notes at the provided path. Cross-reference with existing design documents. Fill in the template above with structured findings. Flag any playtest observations that conflict with design intent.
Optional input: a recorded think-aloud session
Written notes lose the moment. When the tester can instead record the screen, talk while playing, and press one marker key whenever something catches, the raw notes become three files, and the analysis joins them on time:
| File | What it holds |
| recording (video + mic) | what was on screen and what the tester said |
| marker file | one timestamp per key press — "this moment" |
| state log (JSONL) | the game's own per-tick or per-event state, timestamped in UTC |
Procedure:
- Transcribe locally (e.g. faster-whisper — local, so no
/api-cost-gate). With game audio under the voice, turn VAD off (vad_filter=False) and usemediumor larger. The default VAD filter withsmalldropped the last ten minutes of a fifteen-minute StarDiver session (2026-10-01) because it classed speech over game sound as non-speech; rerunning with VAD off andmediumrecovered 87 lines. - Anchor the clocks. Take the recording's start time from
ffprobe(format_tags.creation_time, UTC) and line it up with the state log. Check one marker against an event you can see on screen before trusting the rest. - Bundle per utterance and per marker: the transcript line, the frame at that time, and the state-log entries around it. Those bundles are the raw notes this mode then analyzes.
Before the build goes to the tester, press the marker key once and confirm the marker file appears. A StarDiver build shipped with a marker key that wrote nothing, and the session's markers were lost. This check belongs to whoever hands over the build, not to the analysis afterwards.
Phase 3: Action Routing
Categorize all findings into four buckets:
- Design changes needed — fun issues, player confusion, broken mechanics, observations that conflict with the GDD's intended experience
- Balance adjustments — numbers feel wrong, difficulty too spiked or too flat
- Bug reports — clear implementation defects that are reproducible
- Polish items — not blocking progress, but friction or feel issues for later
Present the categorized list, then route:
- Design changes: "Run
/propagate-design-change [path]on the affected design document to find downstream impacts before making changes." - Balance adjustments: "Run
/balance-check [system]to verify the full balance picture before tuning values." - Bugs: "Use
/bug-reportto formally track these." - Polish items: "Add to the polish backlog in
production/when the team reaches that phase."
Phase 3b: Creative Director Player Experience Review
Review mode check — apply before spawning CD-PLAYTEST:
solo→ skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 4 (save the report).lean→ skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 4 (save the report).full→ spawn as normal.
After categorising findings, spawn creative-director via Task using gate CD-PLAYTEST (.claude/docs/director-gates.md).
Pass: the structured report content, game pillars and core fantasy (from design/gdd/game-concept.md), the specific hypothesis being tested.
Present the creative director's assessment before saving the report. If CONCERNS or REJECT, add a ## Creative Director Assessment section to the report capturing the verdict and feedback. If APPROVE, note the approval in the report.
Phase 4: Save Report
Ask: "May I write this playtest report to production/qa/playtests/playtest-[date]-[tester].md?"
If yes, write the file, creating the directory if needed.
Phase 5: Next Steps
Verdict: COMPLETE — playtest report generated.
- Act on the highest-priority finding category first.
- After addressing design changes: re-run
/design-reviewon the updated GDD. - After fixing bugs: re-run
/bug-triageto update priorities.
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