add-3d-assets
Replace primitive 3D shapes with real GLB models — animated characters, world props, buildings, and scenery for Three.js games.…
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.
$ npx -y skills add playableintelligence/game-creator --skill qa-game --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/qa-gameContext 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.
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]
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.
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.
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.js5. Add npm scripts: `test`, `test:ui`, `test:headed`, `test:update-snapshots`
Write tests based on what the game actually does:
Follow the game-qa skill patterns. Use `gamePage` fixture. Use `page.evaluate()` to read game state. Use `page.keyboard.press()` for input.
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.
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.
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
Tell the user in plain English:
/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
Go from game idea to deployed, monetized browser game in minutes — not hours. Tell your AI coding agent "make a space invaders game" and get a fully playable 2D or 3D browser game with pixel art, procedural audio, and automated QA. Deploy instantly to the web.
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