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.
git clone https://github.com/Donchitos/Claude-Code-Game-Studios
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"
.claude/skills/playtest-report/SKILL.mdPhase 1: Parse Arguments
Resolve the review mode (once, store for all gate spawns this run):
- If
was passed → use that--review [full|lean|solo] - Else read
→ use that valueproduction/review-mode.txt - Else → default to
lean
See
.claude/docs/director-gates.md for the full check pattern.
Determine the mode:
→ generate a blank playtest report templatenew
→ read raw notes and fill in the template with structured findingsanalyze [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]
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
on the affected design document to find downstream impacts before making changes."/propagate-design-change [path] - Balance adjustments: "Run
to verify the full balance picture before tuning values."/balance-check [system] - Bugs: "Use
to formally track these."/bug-report - Polish items: "Add to the polish backlog in
when the team reaches that phase."production/
Phase 3b: Creative Director Player Experience Review
Review mode check — apply before spawning CD-PLAYTEST:
→ skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 4 (save the report).solo
→ skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 4 (save the report).lean
→ spawn as normal.full
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
on the updated GDD./design-review - After fixing bugs: re-run
to update priorities./bug-triage