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/qa-game

Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.

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game-creator
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Install
$ npx -y skills add playableintelligence/game-creator --skill qa-game --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/qa-game

Context preview

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

Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.

SKILL.md

qa-game.SKILL.md
name: qa-game
description: Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.
argument-hint: "[path-to-game]"
license: MIT
metadata:
  author: OpusGameLabs
  version: 1.3.0
  tags: [game, qa, testing, playwright, visual-regression]

QA Game

Add automated QA testing with Playwright to an existing game project. Tests verify your game boots, scenes work, scoring functions, and visuals haven't broken — like a safety net for your game.

Instructions

Analyze the game at `$ARGUMENTS` (or the current directory if no path given).

First, load the game-qa skill to get the full testing patterns and fixtures.

Step 1: Audit testability

  • Read `package.json` to identify the engine and dev server port
  • Read `vite.config.js` for the server port
  • Read `src/main.js` to check if `window.__GAME__`, `window.__GAME_STATE__`, `window.__EVENT_BUS__` are exposed
  • Read `src/core/GameState.js` to understand what state is available
  • Read `src/core/EventBus.js` to understand what events exist
  • Read `src/core/Constants.js` to understand game parameters (rates, speeds, durations, max values)
  • Read all scene files to understand the game flow
  • Read `design-brief.md` if it exists — it documents expected mechanics, magnitudes, and win/lose reachability

Step 2: Setup Playwright

1. Install dependencies: `npm install -D @playwright/test @axe-core/playwright && npx playwright install chromium` 2. Create `playwright.config.js` with the correct dev server port and webServer config 3. Expose `window.__GAME__`, `window.__GAME_STATE__`, `window.__EVENT_BUS__`, `window.__EVENTS__` in `src/main.js` if not already present 4. Create the test directory structure:

   tests/
   ├── e2e/
   │   ├── game.spec.js
   │   ├── visual.spec.js
   │   └── perf.spec.js
   ├── fixtures/
   │   └── game-test.js
   └── helpers/
       └── seed-random.js

5. Add npm scripts: `test`, `test:ui`, `test:headed`, `test:update-snapshots`

Step 3: Generate tests

Write tests based on what the game actually does:

  • **game.spec.js**: Boot test, scene transitions, input handling, scoring, game over, restart
  • **visual.spec.js**: Screenshot regression for stable scenes (gameplay initial state, game over). Skip active gameplay screenshots — moving objects make them unstable.
  • **perf.spec.js**: Load time budget, FPS during gameplay, canvas dimensions

Follow the game-qa skill patterns. Use `gamePage` fixture. Use `page.evaluate()` to read game state. Use `page.keyboard.press()` for input.

Step 4: Design-intent tests

Add a `test.describe('Design Intent')` block to game.spec.js. These tests catch mechanics that technically exist but are too weak to matter.

1. **Lose condition**: Detect deterministically whether the game has a lose state. Read `GameState.js` — if it has a `won`, `result`, or similar boolean/enum field, the game distinguishes win from loss. Also check `render_game_to_text()` in `main.js` — if it returns distinct outcome modes (e.g., `'win'` vs `'game_over'`), the game has a lose state.

If a lose state exists: start the game, provide NO input, let it run to completion (use `page.waitForFunction` with the round duration from Constants.js). Assert the outcome is the losing one (e.g., `won === false`, `mode === 'game_over'`).

**This assertion is non-negotiable.** Do NOT write a test that passes when the player wins by doing nothing. If the current game behavior is "player wins with no input," that is a bug — write the test to catch it.

2. **Opponent/AI pressure**: If an AI-driven mechanic exists (auto-climbing bar, enemy spawning, difficulty ramp), test that it produces substantial state changes. Run the game for half its duration without player input. Assert the opponent's state reaches at least 25% of its maximum. If `design-brief.md` exists, use its expected magnitudes for thresholds. Otherwise, derive from Constants.js: calculate `rate * duration` and assert it reaches meaningful levels.

3. **Win condition**: Test that active player input leads to a win. Provide rapid input throughout the round and assert the outcome is a win.

Step 5: Entity interaction audit

Audit collision and interaction logic for asymmetries that would confuse a first-time player.

If `design-brief.md` has an "Entity Interactions" section, use it as the checklist. Otherwise, audit `GameScene.js` directly:

1. Find all collision handlers, overlap checks, or distance-based interactions 2. Map which entities interact with which others 3. Flag any visible moving entity that interacts with one side (player OR opponent) but not the other — add a `// QA FLAG: asymmetric interaction` comment in the test file noting the entity name and the asymmetry

This is a flag, not a hard fail. Some asymmetries are intentional (e.g., hazards that only affect the player). The flag ensures the asymmetry is a conscious design choice, not an oversight.

Step 6: Run and verify

1. Run `npx playwright test` to execute all tests 2. If visual tests fail on first run, that's expected — generate baselines with `npx playwright test --update-snapshots` 3. Run again to verify all tests pass 4. Summarize results

Step 7: Report

Tell the user in plain English:

  • How many tests were created and what they check
  • How to run them: `npm test` (headless), `npm run test:headed` (see the browser), `npm run test:ui` (interactive dashboard)
  • "These tests are your safety net. Run them after making changes to make sure nothing broke."

Example Usage

/qa-game examples/flappy-bird

Result: Installs Playwright → creates 15 tests (boot, scene transitions, input, scoring, restart, game-over, visual regression, FPS, load time) → generates `tests/` directory with fixtures and

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