npx skills add ...
npx skills add donchitos/claude-code-game-studios --skill playtest-report
Structured playtest report template, or turn existing playtest notes into structured feedback.
npx skills add donchitos/claude-code-game-studios --skill playtest-report
!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.
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 findingsAskUserQuestion: [A] New blank template /
[B] Analyze notes — I'll give you the pathGenerate this template and output it to the user:
In new mode, stop here with: Verdict: COMPLETE — blank template output; nothing saved.
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.
Categorize all findings into four buckets:
Present the categorized list, then route:
/propagate-design-change [path] on the affected design document to find downstream impacts before making changes."/balance-check [system] to verify the full balance picture before tuning values."/bug-report to formally track these."production/ when the team reaches that phase."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.
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.
Verdict: COMPLETE — playtest report generated.
/design-review on the updated GDD./bug-triage to update priorities.