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Skill

/bug-report

Structured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity.

From plugin
claude-code-game-studios
39k78 skills49 agents

Claude Code

$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill bug-report --agent claude-code

SKILL.md

bug-report.SKILL.md
name: bug-report
description: "Structured bug report from a description, or analyze code for potential bugs. Reproduction steps, severity."
argument-hint: "[description] | analyze [path-to-file] | verify [BUG-ID] | close [BUG-ID]"
user-invocable: true
allowed-tools: Read, Glob, Grep, Write, Edit, AskUserQuestion, Bash(bash "*/.claude/skills/bug-report/../../hooks/yaml-helper.sh" resolve_config *)
model: sonnet

!`bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation`

**Automation mode**: Resolve `modes.automation` (`project.local.yaml` → `project.yaml` → default `collaborative`). Every `AskUserQuestion` call and every file write follows `.claude/docs/automation-modes.md` (collaborative asks always · guided major-only · autonomous logs and proceeds; `automation_always_ask` categories always prompt).

Bug Report

**Drafts only.** This skill writes reports to `production/qa/bugs/`. When the cause is in the engine, a plugin or another vendor's code, add a draft for their tracker under **Notes** and stop there: never file, open or comment on an issue or pull request in their repository. The user submits it.

Phase 1: Parse Arguments

Determine the mode from the argument:

  • No keyword → **Description Mode**: generate a structured bug report from the provided description
  • `analyze [path]` → **Analyze Mode**: read the target file(s) and identify potential bugs
  • `verify [BUG-ID]` → **Verify Mode**: confirm a reported fix actually resolved the bug
  • `close [BUG-ID]` → **Close Mode**: mark a verified bug as closed with resolution record

If no argument is provided, ask the user for a bug description before proceeding.

---

Phase 2A: Description Mode

1. **Parse the description** for key information: what broke, when, how to reproduce it, and what the expected behavior is.

2. **Search the codebase** for related files using Grep/Glob to add context (affected system, likely files).

3. **Draft the bug report**:

# Bug Report

## Summary
**Title**: [Concise, descriptive title]
**ID**: BUG-[NNNN]
**Severity**: [S1-Critical / S2-High / S3-Medium / S4-Low]
**Priority**: [P1-Fix this sprint / P2-Fix soon / P3-Backlog / P4-Won't fix]
**Status**: Open
**Reported**: [Date]
**Reporter**: [the reporter's name as the user gives it, else `—`; never an email address or account ID taken from the session]

## Classification
- **Category**: [Gameplay / UI / Audio / Visual / Performance / Crash / Network]
- **System**: [Which game system is affected — when the bug spans systems, the one whose code must change; the others go under Related systems]
- **Frequency**: [Always / Often (>50%) / Sometimes (10-50%) / Rare (<10%)]
- **Regression**: [Yes/No/Unknown -- was this working before?]

## Environment
- **Build**: [Version or commit hash]
- **Platform**: [OS, hardware if relevant]
- **Scene/Level**: [Where in the game]
- **Game State**: [Relevant state -- inventory, quest progress, etc.]

## Reproduction Steps
**Preconditions**: [Required state before starting]

1. [Exact step 1]
2. [Exact step 2]
3. [Exact step 3]

**Expected Result**: [What should happen]
**Actual Result**: [What actually happens]

## Technical Context
- **Likely affected files**: [List of files based on codebase search]
- **Related systems**: [What other systems might be involved]
- **Possible root cause**: [If identifiable from the description]

## Evidence
- **Logs**: [Relevant log output if available]
- **Visual**: [Description of visual evidence]

## Related Issues
- [Links to related bugs or design documents]

## Notes
[Any additional context or observations]

The **Severity** and **Priority** labels use `/bug-triage`'s S and P numbers and names, which it parses out of this file. `P4-Won't fix` is its `P4 — Won't fix / Deferred` (an accepted risk), not a wishlist. If you change either ladder, change `.claude/skills/bug-triage/SKILL.md` too.

---

Phase 2B: Analyze Mode

1. **Read the target file(s)** specified in the argument.

2. **Identify potential bugs**: null references, off-by-one errors, race conditions, unhandled edge cases, resource leaks, incorrect state transitions.

3. **For each potential bug**, generate a bug report using the template above, with the likely trigger scenario and recommended fix filled in.

---

Phase 2C: Verify Mode

**Find the bug file by its number**, here and in close mode: Glob `production/qa/bugs/BUG-*.md` and take the file whose number matches `[BUG-ID]`, whatever its zero-padding — an older three-digit file with a slug is found by its number too. If none matches, stop: "No bug [BUG-ID] in `production/qa/bugs/`." Verdict: **BLOCKED** — no such bug.

Read that file. Extract the reproduction steps and expected result.

1. **Re-run reproduction steps** — use Grep/Glob to check whether the root cause code path still exists as described. If the fix removed or changed it, note the change. 2. **Run the related test** — if the bug's system has a test file in the engine's test root (`tests/` Godot and Web, `Assets/Tests/` Unity, `Source/<Module>/Private/Tests/` Unreal — `.claude/docs/directory-structure.md`), run it via Bash with `commands.test` from `project.yaml`, narrowed to the affected suite where the runner allows — never a runner line written from memory, which drops the flags the engine needs (gdUnit4 hangs without `--remote-debug tcp://127.0.0.1:0`) — and report pass/fail. `commands.test` unset → no test ran: name the unset key and go on to step 3. 3. **Check for regression** — grep the codebase for any new occurrence of the pattern that caused the bug. 4. **Manual verification** — when no related test ran (none covers the bug — the usual case where `qa.level` waives tests — `commands.test` is unset, or the run did not complete), or the bug's Category is Visual or UI, whose look no automated test checks, ask via `AskUserQuestion`: "Did you play the reproduction steps in [bug file] on a build with the fix? Which build?" — `[No longer

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Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.

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Questions about bug-report.

Which coding agents can use bug-report?
bug-report installs in Claude Code, Codex, Cursor, Gemini CLI, GitHub Copilot, OpenCode and Windsurf with the skills CLI, using each agent's flag shown on this page. Flowy's auto-invocation, which fires a skill when your prompt matches, runs in Claude Code only.