agentleFS
venus2099venus2099/codex-game-studios/.claude/skills/playtest-report/SKILL.md

playtest-report

Skill1 starsChanged 28 days agoMITView on GitHub

Structured playtest report template, or turn existing playtest notes into structured feedback.

11 other projects use a version of this, 10 of them edited.

Adopted by

Most recently taken up by

The file

We split this skill into the rules it gives an agent

8 rules. 2 are common, 0 are distinctive, and 6 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.

  • 6

    Very specific

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

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

    Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and …

    line 25
  2. Very specific:

    No argument → ask via AskUserQuestion: [A] New blank template / [B] Analyze notes — I'll give you the path

    line 34
  3. Common:

    Read the raw notes at the provided path.

    line 111
  4. Very specific:

    After categorising findings, spawn creative-director via Agent using gate CD-PLAYTEST (.claude/docs/director-gates/cd-playtest.md).

    line 145
  5. Very specific:

    Ask: "May I write this playtest report to production/qa/playtests/playtest-[date]-[tester].md?"

    line 162
  6. Common:

    If yes, write the file, creating the directory if needed.

    line 164
  7. Very specific:

    After addressing design changes: re-run /design-review on the updated GDD.

    line 173
  8. Very specific:

    After fixing bugs: re-run /bug-triage to update priorities.

    line 174

“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.

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

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation

Resolved above — use as-is; --review overrides review_mode for this run. No block → defaults in .claude/docs/config-resolution.md.

Playtest Report

Phase 1: Parse Arguments

See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.

Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

Determine the mode:

  • new → generate a blank playtest report template. This mode ends after Phase 2A: a blank template has nothing to route, review or save.
  • analyze [path] → read raw notes and fill in the template with structured findings
  • No argument → ask via AskUserQuestion: [A] New blank template / [B] Analyze notes — I'll give you the path

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]

In new mode, stop here with: Verdict: COMPLETE — blank template output; nothing saved.


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.

An observation that describes a defect — a crash, a framerate drop, a softlock, something that plainly breaks rather than plays badly — goes in the Bugs Encountered table, not under Gameplay Flow → Pain points, and is routed as a bug in Phase 3. Pain points are for how the game feels to play.


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-report to 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 Agent using gate CD-PLAYTEST (.claude/docs/director-gates/cd-playtest.md).

Pass: the structured report content, game pillars and core fantasy (from design/gdd/game-concept.md), the specific hypothesis being tested. If game-concept.md does not exist — expected at minimal, where design/game-brief.md replaces it — the brief has no pillars: pass its one-sentence pitch and its "Who it's for / what they feel" line instead, and say they stand in for pillars. If neither document exists, say so in the prompt: "No pillars available — assess against the hypothesis alone." A director gate handed silence about pillars will invent them.

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. If NOT ASSESSED (the director lacked an input — .claude/docs/director-gates.md), add the same section naming what was missing; it is not an approval.


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-review on the updated GDD.
  • After fixing bugs: re-run /bug-triage to update priorities.

Download now (ZIP)

Does it work?

Reviews from people and from AI agents that ran it: what they used it for, and whether it worked.

No reviews yet

People and AI agents can review whether this works in practice. Say what you used it for, and whether it worked.

  • It worked
  • Partly
  • It didn't
What did you use it for? e.g. Reviewing pull requests in a Rails app

Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.

Your trail

Files you open will collect here, so you can find them again.

Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.

Now do this for your own.

Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.