MCPInstall

gds-playtest-plan

Create structured playtesting plans for user feedback. Use when the user says "playtest plan" or "playtesting"

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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/bmad-code-org/bmad-module-game-dev-studio --skill gds-playtest-plan
  1. 01

    Install

    Run the command in your project. The CLI asks which agents to install for.

  2. 02

    Describe the task

    Ask your agent for something this skill covers. It loads gds-playtest-plan automatically when relevant.

  3. 03

    Review the result

    The agent follows the SKILL.md steps, scripts and references bundled with the skill.

SKILL.md

The instructions your agent reads when the skill is triggered.

Playtest Planning

Workflow ID: gds-playtest-plan Version: 1.0 (BMad v6)

Conventions

  • Bare paths (e.g. template.md) resolve from the skill root.
  • {skill-root} resolves to this skill's installed directory (where customize.toml lives).
  • {project-root} is the nearest folder containing _bmad/, starting at the project working directory and moving up through its parents.
  • {skill-name} resolves to the skill directory's basename.

On Activation

Step 1: Resolve the Workflow Block

Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow

If the script fails, resolve the workflow block yourself by reading these three files in base → team → user order and applying the same structural merge rules as the resolver:

  1. {skill-root}/customize.toml — defaults
  2. {project-root}/_bmad/custom/{skill-name}.toml — team overrides
  3. {project-root}/_bmad/custom/{skill-name}.user.toml — personal overrides

Any missing file is skipped. Scalars override, tables deep-merge, arrays of tables keyed by code or id replace matching entries and append new entries, and all other arrays append.

Step 2: Execute Prepend Steps

Execute each entry in {workflow.activation_steps_prepend} in order before proceeding.

Step 3: Load Persistent Facts

Treat every entry in {workflow.persistent_facts} as foundational context you carry for the rest of the workflow run. Entries prefixed file: are paths or globs under {project-root} — load the referenced contents as facts. All other entries are facts verbatim.

Step 4: Load Config

Load config from {project-root}/_bmad/gds/config.yaml and resolve:

  • user_name
  • communication_language
  • output_folder
  • date as the system-generated current datetime

Step 5: Greet the User

Greet {user_name}, speaking in {communication_language}.

Step 6: Execute Append Steps

Execute each entry in {workflow.activation_steps_append} in order.

Activation is complete. If activation_steps_prepend or activation_steps_append were non-empty, confirm every entry was executed in order before proceeding. Do not begin the main workflow until all activation steps have been completed.

Goal

Create structured playtesting sessions to validate gameplay, gather user feedback, and identify issues that automated testing cannot catch. Playtesting validates "feel" and player experience.

Role

You are a Game QA Specialist with expertise in designing and facilitating playtesting sessions. You help teams create structured, goal-oriented playtest plans that yield actionable insights about player experience, game feel, and design effectiveness.


WORKFLOW ARCHITECTURE

This workflow produces a complete playtesting plan including session structure, observation guides, note-taking templates, and post-session analysis frameworks.

Primary Output: {output_folder}/playtest-plan.md

Supporting Components:

  • Validation: {installed_path}/checklist.md
  • Template: {installed_path}/playtest-template.md
  • Knowledge Base: knowledge/playtesting.md

Input Files (auto-located):

  • GDD: {output_folder}/*gdd*.md or {output_folder}/*gdd*/*.md — game mechanics to validate
  • Game Brief: {output_folder}/*brief*.md — core pillars

Load and resolve configuration from {module_config}:

output_folder: {from config}
user_name: {from config}
communication_language: {from config}
document_output_language: {from config}
game_dev_experience: {from config}
date: {system-generated}

Resolve workflow variables:

playtest_type: "internal"   # internal | external | focused
session_duration: 60        # minutes
participant_count: 5

Greet the user by name (user_name) and confirm the playtest type and scope before proceeding.


EXECUTION

Preflight Requirements

Verify before proceeding:

  • Playable build available
  • Test objectives defined
  • Participant criteria known

Step 1: Define Playtest Objectives

Ask the user (or infer from GDD/game brief):

  1. What are we testing?

    • Core gameplay loop
    • Specific feature
    • Difficulty curve
    • Tutorial effectiveness
    • Overall experience
  2. What decisions will this inform?

    • Design changes
    • Difficulty tuning
    • Feature prioritization
    • Ship/no-ship decision
  3. What metrics will we collect?

    • Completion rates
    • Time-on-task
    • Failure points
    • Player sentiment

Step 2: Choose Playtest Type

Present options and confirm with user:

Internal Playtest

Best for: Early validation, bug finding, quick iterations

AspectDetails
ParticipantsTeam members, other teams
Duration30-60 minutes
FrequencyWeekly or per-milestone
SetupMinimal, informal

External Playtest

Best for: Unbiased feedback, market validation

AspectDetails
ParticipantsTarget audience, external testers
Duration1-2 hours
FrequencyMonthly or milestone
SetupFormal, NDA if needed

Focused Playtest

Best for: Specific feature validation

AspectDetails
ParticipantsSelected for specific traits
Duration20-45 minutes
FrequencyAs needed
SetupSpecific build/scenario

Step 3: Create Session Structure

Pre-Session (10-15 min)

  1. Welcome & Context

    • Brief game description (no spoilers)
    • Session goals (what we're testing)
    • Comfort check (breaks, questions)
  2. Consent & Setup

    • Recording consent (if applicable)
    • Controller/input preferences
    • Any accessibility needs
  3. Instructions

    • "Play as you normally would"
    • "Think aloud if comfortable"
    • "There are no wrong answers"

Gameplay Session (30-90 min)

  1. Observation Focus Areas

    • Where do players get stuck?
    • What do they try first?
    • What surprises them?
    • Where do they express frustration/joy?
  2. Note-Taking Template

    [TIME] [LOCATION] [OBSERVATION] [PLAYER REACTION]
    0:05   Tutorial    Skipped help text    Seemed impatient
    0:12   Combat      Died to first enemy  Frustrated, retried
    
  3. Intervention Rules

    • Let players struggle (within reason)
    • Note when you want to help
    • Only intervene for:
      • Critical bugs
      • Genuine distress
      • Session time running out

Post-Session (10-20 min)

  1. Immediate Reactions

    • "What was your overall impression?"
    • "What stood out most?"
    • "Would you play again?"
  2. Specific Questions

    • Feature-specific feedback
    • Difficulty perception
    • Clarity of objectives
  3. Open Feedback

    • "Anything else?"
    • "Questions for us?"

Step 4: Create Observation Guide

CategorySignalsRecord
ConfusionPausing, wandering, repeating actionsLocation, duration
FrustrationSighing, repeated failures, quittingCause, frequency
EngagementLeaning in, exclaiming, continuingFeatures that work
BoredomChecking phone, disengagingDrop-off points

Quantitative Metrics:

  • Time to complete tutorial
  • Deaths per section
  • Items/features discovered
  • Session duration
  • Completion rate

Step 5: Generate Playtest Plan Document

Write {output_folder}/playtest-plan.md using the playtest-template.md structure:

# Playtest Plan: {Build/Feature Name}

## Overview

- Build version: {version}
- Session date(s): {dates}
- Objective: {primary goal}

## Participant Criteria

- Target: {player type}
- Experience: {gaming background}
- Count: {number}

## Session Structure

### Pre-Session (15 min)

- Welcome and consent
- Setup and preferences
- Brief instructions

### Gameplay (60 min)

- Free play / guided tasks
- Observation focus: {areas}
- Intervention threshold: {criteria}

### Post-Session (15 min)

- Immediate reactions
- Structured questions
- Open feedback

## Observation Guide

{observation_template}

## Data Collection

- Recording: {yes/no}
- Notes template: {attached}
- Metrics: {list}

## Team Roles

- Facilitator: {name}
- Note-taker: {name}
- Technical support: {name}

## Post-Playtest Analysis

- Session debrief: {date}
- Report due: {date}
- Action items review: {date}

Step 6: Post-Playtest Analysis Framework

Include in the plan document:

Synthesize Findings

  1. Pattern Identification

    • What issues appeared multiple times?
    • What worked consistently well?
  2. Severity Assessment

    • Critical: Blocks progression
    • Major: Significantly impacts experience
    • Minor: Noticeable but manageable
  3. Recommendations

    • Immediate fixes
    • Design considerations
    • Further investigation needed

Report Template

## Playtest Report: {Session}

### Summary

- Participants: {count}
- Completion rate: {%}
- Overall sentiment: {positive/mixed/negative}

### Key Findings

1. {Finding with evidence}
2. {Finding with evidence}

### Recommendations

| Issue   | Severity | Recommendation | Priority |
| ------- | -------- | -------------- | -------- |
| {issue} | {sev}    | {rec}          | {P0-P3}  |

### Quotes

> "{Notable player quote}" - Participant {N}

### Next Steps

1. {action item}
2. {action item}

Deliverables

  1. Playtest Plan Document — Session structure and logistics
  2. Observation Guide — What to watch for
  3. Note-Taking Template — Standardized recording
  4. Report Template — Post-session analysis format

Validation

Refer to checklist.md for validation criteria.

On Complete

Run: uv run {project-root}/_bmad/scripts/resolve_customization.py --skill {skill-root} --project-root {project-root} --key workflow.on_complete

If the resolved workflow.on_complete is non-empty, follow it as the final terminal instruction before exiting.

FAQ

What does the gds-playtest-plan skill do?

Create structured playtesting plans for user feedback. Use when the user says "playtest plan" or "playtesting"

How do I install gds-playtest-plan?

Run npx skills add https://github.com/bmad-code-org/bmad-module-game-dev-studio --skill gds-playtest-plan in your project. The skills CLI detects the agents you use and copies the skill into the right folder. For Claude Code you can also place the skill folder at ~/.claude/skills/gds-playtest-plan/ (personal) or .claude/skills/gds-playtest-plan/ (project).

Which AI agents can use gds-playtest-plan?

Any agent that supports the open Agent Skills format (a folder with a SKILL.md file), including Claude Code, Codex, Cursor, GitHub Copilot, Gemini CLI, Windsurf, Cline, OpenCode and more.

Is gds-playtest-plan safe to install?

No partner security audit is available yet. Skills can run commands and scripts, so read the SKILL.md and any bundled files before installing.

Who maintains gds-playtest-plan?

It is published by bmad-code-org in bmad-code-org/bmad-module-game-dev-studio. It has 47 recorded installs.

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