game-accessibility-spe…
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
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
$ npx -y skills add AlterLab-IEU/AlterLab_GameForge --skill game-playtest --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-playtestContext preview
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
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
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.
**Invoke this workflow when:**
**Do NOT use this workflow when:**
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.
**Step 1: Pre-Playtest Preparation**
Define the test objectives. Write 3-5 specific questions this playtest will answer. Each question should be:
Good test questions:
Prepare the observation sheet. For each test question, define:
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:
Prepare the test environment:
🎮 34 production-grade Claude Code skills for indie game development — studio agents, workflow skills, engine specialists, genre packs, and CI validation. From concept to launch.
Invoke when the user asks about accessibility, inclusive design, colorblind mode, remappable controls, screen reader support, EAA compliance, CVAA, difficulty…
Invoke when the user asks about art style, visual language, style guide, character design, environment art, UI art direction, asset pipeline, reference boards,…
Invoke when the user asks about sound design, music direction, audio identity, adaptive audio, spatial audio, SFX, sonic palette, dialogue systems, audio…
Invoke when the user asks about creative vision, game pillars, core fantasy, design direction, art style decisions, scope arbitration, or creative conflicts.…
Invoke when the user asks about game mechanics, core loop, balance, progression, economy design, reward systems, onboarding, game feel, systems design, or GDD…
Invoke when the user asks about game economy, currency design, monetization, virtual currency, inflation, sink/source balance, F2P economy, premium currency,…