adopt
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
Structured playtest report template, or turn existing playtest notes into structured feedback.
Claude Code
$ npx -y skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report --agent claude-code
Codex
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a codex -y
Cursor
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a cursor -y
Gemini CLI
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a gemini-cli -y
GitHub Copilot
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a github-copilot -y
OpenCode
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a opencode -y
Windsurf
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a windsurf -y
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`.
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:
Phase 2A: a blank template has nothing to route, review or save.
`[B] Analyze notes — I'll give you the path`
---
Generate this template and output it to the user:
# 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.
---
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.
---
Categorize all findings into four buckets:
Present the categorized list, then route:
---
**Review mode check** — apply before spawning CD-PLAYTEST:
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 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 sav
Turn Claude Code into a full game dev studio — 49 AI agents, 72 workflow skills, and a complete coordination system mirroring real studio hierarchy.
Brownfield audit — do existing artifacts actually work? Numbered migration plan. Unlike /project-stage-detect, checks compliance…
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Use your assigned AgentMail inbox to read email tasks, explicitly send or reply, and check delivery. Provided automatically by…
Create a new Architecture Decision Record with sequential numbering and AgentDB registration