MCPInstall

playtest-report

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

Installs
610
Last 24h
+22
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#5415
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Install

Works with every agent the skills CLI supports.

npx skills add https://github.com/donchitos/claude-code-game-studios --skill playtest-report
  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 playtest-report 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.

!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, reading each by section: find the headings you need with the Grep tool (pattern ^#, content mode) and Read those ranges with offset and limit. 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.

FAQ

What does the playtest-report skill do?

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

How do I install playtest-report?

Run npx skills add https://github.com/donchitos/claude-code-game-studios --skill playtest-report 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/playtest-report/ (personal) or .claude/skills/playtest-report/ (project).

Which AI agents can use playtest-report?

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 playtest-report 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 playtest-report?

It is published by donchitos in donchitos/claude-code-game-studios. It has 610 recorded installs.

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