game-art-direction
Direct game art and creative vision. Turn GAME_DESIGN into ART_DIRECTION defining a recognizable visual identity, functional visual and audio feedback, and key…
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated
$ npx -y skills add worldwonderer/novel-to-game --skill game-qa --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-qaContext preview
The summary Claude sees to decide when to auto-load this skill.
Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated
name: game-qa description: "Verify a game with evidence on its selected target runtime. Launch the actual build and prove real rendering, input, the core loop, at least one designed outcome, restart, and explicit limitations without dressing subjective fun up as a certain verdict. Use for test a generated game, QA a game build, check whether the game is fully playable, or verify the build. 游戏证据化质量验证。在选定的目标运行环境中启动实际构建,证明真实渲染、输入、核心循环、至少一个设计结果、重开和明确限制,不把主观趣味包装成确定性结论。用于测试生成游戏、检查游戏能否完整游玩或验证构建。"
验证当前候选能否完成最小可玩闭环,不把自动化结果包装成趣味、平衡、权利或发布质量结论。
读取 [qa-contract.md](references/qa-contract.md) 定判据,按 [test-design-method.md](references/test-design-method.md) 设计最少但有区分力的检查。
产物语言由 `PRODUCT_BRIEF.md` 锁定;未锁定时跟随对话语言,不默认产出中文。
每个候选都必须用真实运行证据覆盖:`launch`、`render`、`input`、`coreLoop`、`outcome`、`restart`。 `targetFinish` 描述成色,不改变这组六项,也不得生成第七道门。
1. 读取 `targetRuntime`、`testedRuntime` 和权威 verify;与 PRODUCT_BRIEF/BUILD_BRIEF 冲突时先报错, 不由 QA 猜值。 2. 运行权威 verify:它在 testedRuntime 从 clean start → 核心动作 → 设计结果 → restart 完成整条路径,并记录 command、exit code、环境、六项结果、最小证据和实际失败。 3. 对照 GAME_DESIGN 中会改变结果的不变量和结束标记;只验证批准的设计承诺,不遍历所有 代码路径。 4. 若候选有可执行模型、事件日志、patch 或 `signature_command`,按 test-design-method 的对应合同把 项目回归嵌入权威 verify;允许定向诊断、修复和复跑,最终六项证据必须来自同一次完整运行。 失败映射到已有 checks 或 limitation,不新增通用门禁,不拼接不同运行的 PASS。 5. 记录 limitation 和问题的 product/design/art/build 归属。趣味、长期平衡、留存和商业价值只能写成 未验证风险,不给确定性 PASS。
优先使用已有可观察状态;只有无法判断结果时才增加最小测试钩子。不要为了 QA 重构游戏或强制某种 框架、测试库或调试接口。
一条证据路径和 limitations;字段与证据要求见 qa-contract.md。
缺口写结构化 limitation,不发明 `PASS_WITH_GAPS`;未运行或失败的必需项不能满足整体 PASS。
Project page: · All ZenStory AI projects: A source-grounded novel-to-game workflow: adaptation design, target-runtime builds, and evidence-based QA. NovelToGame is an open-source Agent Skills toolkit for Claude Code, Codex, and Kimi Code.
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