test-playable-web-games — Claude Code skill: install & use
End-to-end testing skill for browser games using deterministic fixtures and browser evidence. A green build does not prove the gameplay actually works.
npx skills add MengTo/Skills --skill test-playable-web-games -a claude-codeWhat test-playable-web-games does
The skill maps full player journeys across web games. It structures checks for launch, core controls, combat encounters, inventory progression, and game completion. The review matrix includes desktop inputs, touch screens in both orientations, and reduced motion modes.
Direct state loading replaces repetitive campaign playthroughs. Testers skip the grind. The workflow relies on seeded fixtures, debug routes, or URL query parameters to jump straight into boss battles, tutorial steps, or low-health conditions. Every action requires visible on-screen feedback like UI changes and health adjustments.
Testing runs within repository-approved browser surfaces under local browser restrictions. Reports capture reproduction steps, severity, viewports, and concise bug proof while separating new regressions from baseline issues. After testing, it shuts down idle browser tabs and development servers to keep the machine clean.
What it helps with
- verify browser game mechanics from start to completion
- test touch and keyboard controls across viewports
- jump directly into boss encounters using query parameters
- catch console errors and verify save-load migrations
- record reproducible bug reports with browser evidence
Example prompts for the agent
- Run an end-to-end QA check on our web game controls and save flow across desktop and mobile viewports
- Test the boss encounter transition using a seeded fixture and collect console warnings
- Verify UI updates and player health feedback during low-health combat states
How to install test-playable-web-games
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill test-playable-web-games -a claude-code2Manually: put the files in place
~/.claude/skills/test-playable-web-games/SKILL.mdCopy the whole skill folder; for one project use .claude/skills/test-playable-web-games/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill test-playable-web-games -a codex2Manually: put the files in place
.agents/skills/test-playable-web-games/SKILL.mdFor all projects use ~/.agents/skills/
1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill test-playable-web-games -a cursor2Manually: put the files in place
.cursor/skills/test-playable-web-games/SKILL.mdCursor also reads .agents/skills/ and .claude/skills/
1GitHub CLI
gh skill install MengTo/Skills test-playable-web-games2Manually: put the files in place
.github/skills/test-playable-web-games/SKILL.md1Skills CLI (Vercel)
npx skills add MengTo/Skills --skill test-playable-web-games -a gemini-cli2Platform CLI
gemini skills install https://github.com/MengTo/Skills --path agent-skills/game-development/test-playable-web-gamesManually: put the files in place
.devin/skills/test-playable-web-games/SKILL.mdThe legacy .windsurf/skills/ path still works
Skills CLI (Vercel)
npx skills add MengTo/Skills --skill test-playable-web-games -a opencodeClaude.ai
Zip the folder and upload it in Settings → Capabilities → Skills
Step by step, with commands for each platform: How to install skills in Claude Code: five ways
Questions about test-playable-web-games
How to install test-playable-web-games in Claude Code?
Run npx skills add MengTo/Skills --skill test-playable-web-games -a claude-code. The skill file is placed in ~/.claude/skills/test-playable-web-games/SKILL.md.
What does test-playable-web-games do?
It provides a structured workflow for testing browser games using deterministic states, browser inspections, and UI feedback verification.
Why does the skill use debug routes instead of standard play?
Debug routes and seeded query parameters jump straight to specific states like combat phases or inventory screens. Testers do not have to grind through earlier levels.
Source text
SKILL.md · MIT
--- name: test-playable-web-games description: Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification. --- # Test Playable Web Games Combine deterministic tests with short real playthroughs. Do not treat a green build as gameplay proof. ## Start with a test matrix Map the player journey: launch, new game, controls, core action, enemy encounter, reward, inventory/progression, save/continue, loss/retry, pause, settings, and completion. Add device variants for desktop keyboard/mouse, touch portrait, touch landscape, and reduced motion. ## Prefer deterministic review states Create seedable fixtures, debug routes, or query parameters for combat phase, inventory loadout, boss phase, tutorial step, save migration, low health, and error states. Test important transitions directly rather than grinding through the campaign. ## Verify the player experience Use the repository-approved browser surface and honor local browser restrictions. Confirm screen-visible feedback after each meaningful action: control response, target state, damage/resource state, UI update, and navigation. Inspect console warnings/errors and sample performance only on a representative live scene. ## Report actionable evidence Record reproduction steps, expected versus actual result, severity, device/viewport, and the shortest useful proof. Separate new regressions from pre-existing baseline issues. After testing, close idle browser pages, dev servers, and benchmarks while leaving active task resources alone.
© MengTo · MIT · MengTo/Skills