playtest-report
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
By donchitos · 432 installs
npx skills add donchitos/claude-code-game-studios --skill playtest-report
Source repository · Upstream listing
! 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:
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.