qa-game
Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.
By playableintelligence · 801 installs
npx skills add playableintelligence/game-creator --skill qa-game
Source repository · Upstream listing
QA Game
Add automated QA testing with Playwright to an existing game project. Tests verify your game boots, scenes work, scoring functions, and visuals haven't broken — like a safety net for your game.
Instructions
Analyze the game at $ARGUMENTS (or the current directory if no path given).
First, load the game qa skill to get the full testing patterns and fixtures.
Step 1: Audit testability
Read package.json to identify the engine and dev server port
Read vite.config.js for the server port
Read src/main.js to check if window. GAME , window. GAME STATE , window. EVENT BUS are exposed
Read src/core/GameState.js to understand what state is available
Read src/core/EventBus.js to understand what events exist
Read src/core/Constants.js to understand game parameters (rates, speeds, durations, max values)
Read all scene files to understand the game flow
Read design brief.md if it exists — it documents expected mechanics, magnitudes, and win/lose reachability
Step 2: Setup Playwright
1. Install dependencies: npm install D @playwright/test @axe core/playwright && npx playwright install chromium
2. Create playwright.config.js with the correct dev server port and webServer config
3. Expose window. GAME , window. GAME STATE , window. EVENT BUS , window. EVENTS in src/main.js if not already present
4. Create the test directory structure:
5. Add npm scripts: test , test:ui , test:headed , test:update snapshots
Step 3: Generate tests
Write tests based on what the game actually does:
game.spec.js : Boot test, scene transitions, input handling, scoring, game over, restart
visual.spec.js : Screenshot regression for stable scenes (gameplay initial state, game over). Skip active gameplay screenshots — moving objects make them unstable.
perf.spec.js : Load time budget, FPS during gameplay, canvas dimensions
Follow the game qa skill patterns. Use gamePage fixture. Use page.evaluate() to read game state. Use page.keyboard.press() for input.
Step 4: Design intent tests
Add a test.describe('Design Intent') block to game.spec.js. These tests catch
mechanics that technically exist but are too weak to matter.
1. Lose condition : Detect deterministically whether the game has a lose state.
Read GameState.js — if it has a won , result , or similar boolean/enum
field, the game distinguishes win from loss. Also check render game to text()
in main.js — if it returns distinct outcome modes (e.g., 'win' vs
'game over' ), the game has a lose state.
If a lose state exists: start the game, provide NO input, let it run to
completion (use page.waitForFunction with the round duration from
Constants.js). Assert the outcome is the losing one (e.g., won === false ,
mode === 'game over' ).
This assertion is non negotiable. Do NOT write a test that passes when the
player wins by doing nothing. If the current game behavior is "player wins
with no input," that is a bug — write the test to catch it.
2. Opponent/AI pressure : If an AI driven mechanic exists (auto climbing bar,
enemy spawning, difficulty ramp), test that it produces substantial state
changes. Run the game for half its duration without player input. Assert the
opponent's state reaches at least 25% of its maximum. If design brief.md
exists, use its expected magnitudes for thresholds. Otherwise, derive from
Constants.js: calculate rate duration and assert it reaches meaningful
levels.
3. Win condition : Test that active player input leads to a win. Provide rapid
input throughout the round and assert the outcome is a win.
Step 5: Entity interaction audit
Audit collision and interaction logic for asymmetries that would confuse a
first time player.
If design brief.md has an "Entity Interactions" section, use it as the
checklist. Otherwise, audit GameScene.js directly:
1. Find all collision handlers, overlap checks, or distance based interactions
2. Map which entities interact with which others
3. Flag any visible moving entity that interacts with one side (player OR
opponent) but not the other — add a // QA FLAG: asymmetric interaction
comment in the test file noting the entity name and the asymmetry
This is a flag, not a hard fail. Some asymmetries are intentional (e.g.,
hazards that only affect the player). The flag ensures the asymmetry is a
conscious design choice, not an oversight.
Step 6: Run and verify
1. Run npx playwright test to execute all tests
2. If visual tests fail on first run, that's expected — generate baselines with npx playwright test update snapshots
3. Run again to verify all tests pass
4. Summarize results
Step 7: Report
Tell the user in plain English:
How many tests were created and what they check
How to run them: npm test (headless), npm run test:headed (see the browser), npm run test:ui (interactive dashboard)
"These tests are your safety net. Run them after making changes to make sure nothing broke."
Example Usage
Result: Installs Playwright → creates 15 tests (boot, scene transitions, input, scoring, restart, game over, visual regression, FPS, load time) → generates tests/ directory with fixtures and helpers → all tests pass. Run npm test anytime after changes.
Next Step
Tell the user:
Your game now has automated tests! Finally, run /game creator:review game for a full architecture review — it checks your code structure, performance patterns, and gives you a score with specific improvement suggestions.
Pipeline progress: ~~/viral game~~ → ~~/design game~~ → ~~/add audio~~ → ~~/qa game~~ → /review game
(This is the /viral game one shot pipeline — not the /make game multi session, milestone driven workflow.)