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/game-playtest

Invoke when the user wants to plan, execute, or analyze a structured playtest session with behavioral observation. Covers protocol design, observer guides, and data synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation session", "playtest

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alterlab-gameforge
3734 skills11 hooks
Install
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-playtest --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-playtest

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The summary Claude sees to decide when to auto-load this skill.

Invoke when the user wants to plan, execute, or analyze a structured playtest session with behavioral observation. Covers protocol design, observer guides, and data synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation session", "playtest

SKILL.md

game-playtest.SKILL.md
name: "game-playtest"
description: >
  Invoke when the user wants to plan, execute, or analyze a structured playtest session
  with behavioral observation. Covers protocol design, observer guides, and data
  synthesis. Triggers on: "playtest", "player feedback", "usability test", "observation
  session", "playtest analysis". Do NOT invoke for QA bug testing (use game-qa-lead) or
  balance tuning (use game-balance-check). Part of the AlterLab GameForge collection.
argument-hint: "[feature or build to test]"
effort: medium
context: fork
allowed-tools: Read, Glob, Grep, Write, AskUserQuestion
version: 1.3.0

AlterLab GameForge -- Structured Playtest Analysis

Playtesting is not asking players if they had fun. It is the disciplined observation of player behavior to identify where the design succeeds and where it fails. The player's mouth lies -- their hands do not. Nintendo has known this for decades: Miyamoto famously watches players silently, trusting their confusion over their compliments. Larian ran thousands of community playtests during BG3's Early Access, and every major system change traced back to behavioral data, not forum polls. This workflow provides a rigorous behavioral observation framework that transforms raw playtest sessions into actionable design insights.

Purpose & Triggers

**Invoke this workflow when:**

  • A build is ready for external eyes and you need structured feedback, not just reactions
  • Specific design questions need answering: "Do players understand the crafting system?" not "Is the game good?"
  • Onboarding flow needs validation -- can new players learn the core mechanic without a tutorial?
  • Difficulty curve assessment -- are players in the flow channel or oscillating between boredom and frustration?
  • A new feature has been integrated and its impact on the overall experience is unknown
  • Pre-release polish pass needs data on which rough edges matter most to players
  • Competitive analysis requires side-by-side comparison with a reference game

**Do NOT use this workflow when:**

  • You need to test a raw mechanic in isolation (use `game-prototype` instead)
  • The build is so broken that testers will spend most of their time hitting bugs (fix critical bugs first, then playtest)
  • You want marketing quotes or positive testimonials (that is PR, not playtesting)

Critical Rules

1. **Define questions before inviting testers.** Every playtest answers specific questions. "Is it fun?" is not a question -- it is a prayer. "Can players complete the first dungeon without dying more than twice?" is a question. Celeste's playtests asked "can players learn the dash mechanic within the first three screens?" -- specific, observable, actionable. 2. **The facilitator does not play.** You observe. You take notes. You do not help, explain, suggest, or react. Your poker face is a scientific instrument. 3. **Minimum 5 testers per session.** Fewer than 5 and you are collecting anecdotes, not data. Individual player quirks dominate small samples. At 5+ testers, patterns emerge. 4. **Never test with the development team.** They know too much. Their muscle memory, mental models, and context make them incapable of experiencing the game as a new player. Nintendo's internal playtesting teams are deliberately kept away from development discussions so they approach each session cold. Your developers are blind to every onboarding problem they have already internalized. 5. **Behavioral data outranks verbal data.** If a player says "the controls feel fine" but you observed them pressing the wrong button 11 times in a 10-minute session, the behavioral data wins. Always. Larian tracked BG3 playtester behavior at the input level -- they knew which dialogue options players hovered over before choosing, and that hesitation data informed their rewrite of Act 1. 6. **Separate observation from interpretation.** During the session, record what happened. After the session, interpret what it means. Mixing the two in real-time creates confirmation bias. 7. **Reference `docs/game-design-theory.md`** for Flow Theory and MDA Framework when analyzing player engagement and emotional responses.

Workflow

**Step 1: Pre-Playtest Preparation**

Define the test objectives. Write 3-5 specific questions this playtest will answer. Each question should be:

  • Observable (you can determine the answer by watching, not just asking)
  • Actionable (the answer directly informs a design decision)
  • Scoped (answerable within a single play session)

Good test questions:

  • "Do players discover the dodge-roll mechanic organically within the first two encounters?"
  • "At what point in the progression curve do players stop voluntarily exploring and start rushing to objectives?"
  • "Does the resource scarcity in Act 2 create tension or frustration?"

Prepare the observation sheet. For each test question, define:

  • What specific player behaviors indicate success (positive signals)
  • What specific player behaviors indicate failure (negative signals)
  • Where in the game session to watch most closely (critical observation windows)

Create the per-player tracking form:

Player ID: ___
Session Date: ___
Session Duration: ___
Test Build Version: ___

Timestamped Observations:
[MM:SS] [Observation] [Category: Action/Hesitation/Confusion/Emotion/Verbal]

Post-Session Survey Responses:
Q1: ___
Q2: ___
Q3: ___

Set up recording infrastructure:

  • Screen capture with audio (mandatory -- you will miss things in real-time that the recording catches)
  • Face camera if available (facial micro-expressions reveal engagement, confusion, and frustration that players will never verbalize)
  • Input logging if your engine supports it (heatmaps of where players click, where they die, where they spend time)
  • Ensure recordings are timestamped and synchronized so you can cross-reference player expression with game events

Prepare the test environment:

  • Use a consistent hardware setup across all testers (different frame rates and input d
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