Claude-Code-Game-Studios 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.

install
source · Clone the upstream repo
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
Claude Code · Install into ~/.claude/skills/
T=$(mktemp -d) && git clone --depth=1 https://github.com/Donchitos/Claude-Code-Game-Studios "$T" && mkdir -p ~/.claude/skills && cp -r "$T/.claude/skills/playtest-report" ~/.claude/skills/donchitos-claude-code-game-studios-playtest-report && rm -rf "$T"
manifest: .claude/skills/playtest-report/SKILL.md
source content

Phase 1: Parse Arguments

Resolve the review mode (once, store for all gate spawns this run):

  1. If
    --review [full|lean|solo]
    was passed → use that
  2. Else read
    production/review-mode.txt
    → use that value
  3. Else → default to
    lean

See

.claude/docs/director-gates.md
for the full check pattern.

Determine the mode:

  • new
    → generate a blank playtest report template
  • analyze [path]
    → read raw notes and fill in the template with structured findings

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]

Phase 2B: Analyze Mode

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.


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 Task using gate CD-PLAYTEST (
.claude/docs/director-gates.md
).

Pass: the structured report content, game pillars and core fantasy (from

design/gdd/game-concept.md
), the specific hypothesis being tested.

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.


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.