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playtest-report — Claude Code skill: what it does, how to install

Generates playtest report templates or turns raw playtest notes into structured findings with design checks. Useful for running and documenting game tests.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a claude-code
Open on GitHub

What playtest-report does

The skill operates in two modes: it outputs a blank report template or structures raw playtesting notes. In analysis mode, the agent parses tester notes, scans headings in design documents with Grep, and contrasts player feedback with intended mechanics. Crashes and performance drops go straight to the bug table, keeping subjective friction separate under gameplay flow.

Findings are routed into dedicated buckets for design changes, balance adjustments, bugs, and polish. The workflow recommends follow-up actions like /balance-check or /propagate-design-change. In full review mode, it spawns the creative director subagent through gate CD-PLAYTEST to review the tester experience against project pillars.

If game-concept.md is missing, the director gate will fabricate pillars unless explicitly warned, so the prompt instructs it to evaluate the test hypothesis alone. Once confirmed, the final report is saved to production/qa/playtests/.

What it helps with

  • structure raw playtest notes into a standardized game report
  • compare playtest observations against game design documents
  • separate technical defects from player friction and feel issues
  • route feedback into balance tweaks, design changes, and polish tasks

Example prompts for the agent

  • /playtest-report new
  • /playtest-report analyze notes/first-session.md --review solo
  • Analyze playtest notes from notes/boss-fight.md using playtest-report --review full

How to install playtest-report

1Skills CLI (Vercel)

npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a claude-code

2Manually: put the files in place

~/.claude/skills/playtest-report/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/playtest-report/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about playtest-report

How do I install playtest-report in Claude Code?

Run npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a claude-code in your terminal.

What does playtest-report do?

It outputs a clean markdown playtest template or ingests raw test notes, compares player reactions against design documents, and routes findings into actionable buckets.

How do the review flags work?

The --review argument controls the creative director review: full triggers evaluation through the CD-PLAYTEST gate, while lean and solo skip that step before saving.

Source text

SKILL.md · MIT
---
name: playtest-report
description: "Structured playtest report template, or turn existing playtest notes into structured feedback."
argument-hint: "[new|analyze path-to-notes] [--review full|lean|solo]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/playtest-report/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet
---

!`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:

```markdown
# 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]
```

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.

© Donchitos · MIT · Donchitos/Claude-Code-Game-Studios

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