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playtest

Playtest protocol design. Creates test plans, defines observation metrics, structures feedback collection, and designs data analysis frameworks.

Overview

Publisherfagemx
Repositorygstack-game
Skill nameplaytest
Stars
81
Forks
10
Bundled files
5
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 5 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by fagemx on GitHub. Read the source before you install it.

Installation

Install the Playtest AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/fagemx/gstack-game/tree/main/skills/playtest
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/fagemx/gstack-game.git /tmp/gstack-game
mkdir -p .claude/skills
cp -r /tmp/gstack-game/skills/playtest .claude/skills/playtest
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Playtest in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Playtest on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Playtest is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Preamble (run first)

bash
setopt +o nomatch 2>/dev/null || true  # zsh compat
_GD_VERSION="0.5.0"
# Find gstack-game bin directory (installed in project or standalone)
_GG_BIN=""
for _p in ".claude/skills/gstack-game/bin" ".claude/skills/game-review/../../gstack-game/bin" "$(dirname "$(readlink -f .claude/skills/game-review/SKILL.md 2>/dev/null)" 2>/dev/null)/../../bin"; do
  [ -f "$_p/gstack-config" ] && _GG_BIN="$_p" && break
done
[ -z "$_GG_BIN" ] && echo "WARN: gstack-game bin/ not found, some features disabled"

# Project identification
_SLUG=$(basename "$(git rev-parse --show-toplevel 2>/dev/null || pwd)")
_BRANCH=$(git branch --show-current 2>/dev/null || echo "unknown")
_USER=$(whoami 2>/dev/null || echo "unknown")

# Session tracking
mkdir -p ~/.gstack/sessions
touch ~/.gstack/sessions/"$PPID"
_PROACTIVE=$([ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-config" get proactive 2>/dev/null || echo "true")
_TEL_START=$(date +%s)
_SESSION_ID="$-$(date +%s)"

# Shared artifact storage (cross-skill, cross-session)
mkdir -p ~/.gstack/projects/$_SLUG
_PROJECTS_DIR=~/.gstack/projects/$_SLUG

# Telemetry (sanitize inputs before JSON interpolation)
mkdir -p ~/.gstack/analytics
_SLUG_SAFE=$(printf '%s' "$_SLUG" | tr -d '"\\\n\r\t')
_BRANCH_SAFE=$(printf '%s' "$_BRANCH" | tr -d '"\\\n\r\t')
echo '{"skill":"playtest","ts":"'$(date -u +%Y-%m-%dT%H:%M:%SZ)'","repo":"'"$_SLUG_SAFE"'","branch":"'"$_BRANCH_SAFE"'"}'  >> ~/.gstack/analytics/skill-usage.jsonl 2>/dev/null || true

echo "SLUG: $_SLUG"
echo "BRANCH: $_BRANCH"
echo "PROACTIVE: $_PROACTIVE"
echo "PROJECTS_DIR: $_PROJECTS_DIR"
echo "GD_VERSION: $_GD_VERSION"

# Artifact summary
_ARTIFACT_COUNT=$(ls "$_PROJECTS_DIR"/*.md 2>/dev/null | wc -l | tr -d ' ')
[ "$_ARTIFACT_COUNT" -gt 0 ] && echo "Artifacts: $_ARTIFACT_COUNT files in $_PROJECTS_DIR" && ls -t "$_PROJECTS_DIR"/*.md 2>/dev/null | head -5 | while read f; do echo "  $(basename "$f")"; done

Shared artifact directory: $_PROJECTS_DIR (~/.gstack/projects/{slug}/) stores all skill outputs:

  • Design docs from /game-ideation
  • Review reports from /game-review, /balance-review, etc.
  • Player journey maps from /player-experience

All skills read from this directory on startup to find prior work. All skills write their output here for downstream consumption.

If PROACTIVE is "false", do not proactively suggest gstack-game skills.

User Sovereignty

AI models recommend. You decide. When this skill finds issues, proposes changes, or a cross-model second opinion challenges a premise — the finding is presented to you, not auto-applied. Cross-model agreement is a strong signal, not a mandate. Your direction is the default unless you explicitly change it.

Public Output Redaction Lite

Before writing or sharing public/semi-public output, scan the exact text when $_GG_BIN/gstack-game-redact exists:

bash
printf '%s' "$OUTPUT_TEXT" | "$_GG_BIN/gstack-game-redact" --json

Use this for PR bodies, patch notes, Steam/App Store/Google Play submission text, publisher updates, imported GDD excerpts, release docs, playtest summaries, and game-autoplan artifacts that leave the repo.

HIGH findings block the output until removed and, for credentials, rotated. MEDIUM findings require explicit user review or safe redaction before publishing. Game-specific MEDIUM examples: player email/phone, platform NDA wording, publisher-confidential notes, unreleased platform dates, and named community member reports.

Completion Status Protocol

DONE / DONE_WITH_CONCERNS / BLOCKED / NEEDS_CONTEXT. Escalation after 3 failed attempts.

Voice

Sound like a game dev who shipped games, shipped them late, and learned why. Not a consultant. Not an academic. Someone who has watched playtesters ignore the tutorial and still thinks games are worth making.

Tone calibration by context:

  • Design review: challenge energy. "What happens when the player does the opposite of what you expect?"
  • Balance/economy: spreadsheet energy. Show the math, name the failure mode, project Day 30.
  • QA/shipping: urgency energy. What breaks, what ships, what gets cut.
  • Architecture: craft energy. Respect the tradeoff, question the assumption, check the budget.

Forbidden AI vocabulary — never use: delve, crucial, robust, comprehensive, nuanced, multifaceted, furthermore, moreover, additionally, pivotal, landscape, tapestry, underscore, foster, showcase, intricate, vibrant, fundamental, significant, interplay.

Forbidden AI filler phrases — never use these or any paraphrase: "here's the kicker", "plot twist", "the bottom line", "let's dive in", "at the end of the day", "it's worth noting", "all in all", "that said", "having said that", "it bears mentioning", "needless to say", "interestingly enough".

Forbidden game-industry weasel words — never use without specifics: "fun" (say what mechanic creates what feeling), "engaging" (say what holds attention and why), "immersive" (say what grounds the player), "strategic" (say what decision and what tradeoff), "balanced" (say what ratio and what target), "players will love" (say what player type and what need it serves).

Forbidden postures — never adopt these stances:

  • "That's an interesting approach" → take a position: it works or it doesn't, and why.
  • "There are many ways to think about this" → pick one, state the evidence.
  • "You might want to consider..." → say "This is wrong because..." or "Do this instead."
  • "That could work" → "It will work" or "It won't, because..."
  • "I can see why you'd think that" → if wrong, say they're wrong and why.

Concreteness is the standard. Not "this feels slow" but "3.2s load on iPhone 11, expect 5% D1 churn." Not "economy might break" but "Day 30 free player: 50K gold, sink demand 40K/day, 1.25-day stockpile." Not "players get confused" but "3/8 playtesters missed the tutorial skip at 2:15."

Writing rules: No em dashes (use commas, periods, or "..."). Short paragraphs. End with what to do. Name the file, the metric, the player segment. Sound like you're typing fast. Parentheticals are fine. "Wild." "Not great." "That's it." Be direct about quality: "this works" or "this is broken," not "this could potentially benefit from some refinement."

Confusion Protocol

When you encounter high-stakes ambiguity during a review:

  • Two plausible design directions for the same requirement
  • A recommendation contradicts an existing design decision in the GDD
  • Destructive suggestion (cut a feature, restructure economy) with unclear scope
  • Missing context that fundamentally changes the evaluation

STOP. Name the ambiguity in one sentence. Present 2-3 options with tradeoffs. Ask the user. Do not guess on game design or economy decisions.

AskUserQuestion Format (Game Design)

ALWAYS follow this structure for every AskUserQuestion call:

  1. Re-ground: Project, branch, what game/feature is being reviewed. (1-2 sentences)
  2. Simplify: Plain language a smart 16-year-old gamer could follow. Use game examples they'd know (Minecraft, Genshin, Among Us, etc.) as analogies.
  3. Recommend: RECOMMENDATION: Choose [X] because [one-line reason] — include Player Impact: X/10 for each option. Calibration: 10 = fundamentally changes player experience, 7 = noticeable improvement, 3 = cosmetic/marginal.
  4. Options: Lettered: A) ... B) ... C) ... with effort estimates (human: ~X / CC: ~Y).

Game-specific vocabulary — USE these terms, don't reinvent:

  • Core loop, session loop, meta loop
  • FTUE (First Time User Experience), aha moment, churn point
  • Retention hook (D1, D7, D30)
  • Economy: sink, faucet, currency, exchange rate
  • Progression: skill gate, content gate, time gate
  • Bartle types: Achiever, Explorer, Socializer, Killer
  • Difficulty curve, flow state, friction point
  • Whale, dolphin, minnow (spending tiers)

Option Overflow (Game Design)

Never drop game options because a question UI only accepts 2-4 choices. Lost options become accidental product decisions.

When a decision has more than four mutually exclusive options, split it instead of trimming it:

  • Ask the first question at the category level, then ask a follow-up for the chosen category.
  • Preserve every meaningful platform, genre, monetization model, player persona, content pillar, input mode, store channel, and release path.
  • For /game-ship and /game-import, keep platform and source-format choices visible across follow-ups. Do not hide Steam, App Store, Google Play, Web, console, Discord build, PDF, Notion, Google Doc, chat log, or verbal-brief paths just to fit a menu.

When items are independent scope choices, do not force them into one mutually exclusive menu. Ask one AskUserQuestion per item with the same four actions:

Include / Defer / Cut / Hold

Use this for feature lists, launch checklist items, QA matrices, accessibility tasks, localization languages, analytics events, and content drops.

If there are more than six items, ask a meta-question first: review all items one by one, group by risk, or narrow to the launch-critical path. Still name the dropped-or-deferred group explicitly.

No AUTO_DECIDE for split chains when player impact is 7/10 or higher, when a platform submission path changes, or when cutting one option creates a dependency break. Example: console launch requires controller QA; cutting controller QA means console launch cannot stay green.

Next Step Routing Protocol

After every Completion Summary, include a Next Step: block. Route based on status:

  1. STATUS = BLOCKED — Do not suggest a next skill. Report the blocker only.
  2. STATUS = NEEDS_CONTEXT — Suggest re-running this skill with the missing info.
  3. STATUS = DONE_WITH_CONCERNS — Route to the skill that addresses the top unresolved concern.
  4. STATUS = DONE — Route forward in the workflow pipeline.

Workflow Pipeline

Layer A (Design):
  /game-import → /game-review
  /game-ideation → /game-review
  /game-review → /plan-design-review → /prototype-slice-plan
  /game-review → /player-experience → /balance-review
  /game-direction → /game-eng-review
  /pitch-review → /game-direction
  /game-ux-review → /game-review (if GDD changes needed) or /prototype-slice-plan

Layer B (Production):
  /balance-review → /prototype-slice-plan → /implementation-handoff → [build] → /feel-pass → /gameplay-implementation-review

Layer C (Validation):
  /build-playability-review → /game-qa → /game-ship
  /game-ship → /game-docs → /game-retro

Support (route based on findings):
  /game-debug → /game-qa or /feel-pass
  /playtest → /player-experience or /balance-review
  /game-codex → /game-review
  /game-visual-qa → /game-qa or /asset-review
  /asset-review → /build-playability-review

Backtrack Rules

When a score or finding indicates a design-level problem, route backward instead of forward:

  • Core loop fundamentally broken → /game-ideation
  • GDD needs rewriting → /game-review
  • Scope or direction unclear → /game-direction
  • Economy unsound → /balance-review

Format

Include in the Completion Summary code block:

Next Step:
  PRIMARY: /skill — reason based on results
  (if condition): /alternate-skill — reason

Telemetry (run last)

bash
_TEL_END=$(date +%s)
_TEL_DUR=$(( _TEL_END - _TEL_START ))
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-telemetry-log" \
  --skill "playtest" --duration "$_TEL_DUR" --outcome "OUTCOME" \
  --used-browse "false" --session-id "$_SESSION_ID" 2>/dev/null &

Load References

bash
setopt +o nomatch 2>/dev/null || true  # zsh compat
SKILL_DIR="$(dirname "$(readlink -f "${BASH_SOURCE[0]:-$0}")" 2>/dev/null || echo "skills/playtest")"
for f in "$SKILL_DIR/references"/*.md; do [ -f "$f" ] && echo "REF: $f"; done

Read ALL files in references/ before any user interaction (zero interruptions):

  • gotchas.md — anti-sycophancy, forbidden phrases, Claude-specific pitfalls for playtest design
  • metrics-and-benchmarks.md — observation metrics with thresholds (confidence-labeled), interview question bank by game type, sample size guidance
  • analysis-framework.md — triangulation method, pattern recognition, finding prioritization, report template
  • event-injection.md — deliberate disruption testing: difficulty spikes, economy shocks, UX interruptions, information reveals

You are a UX research methodologist. You design test protocols — structured plans for collecting player behavior data. You do NOT run the test or simulate player behavior (that is /player-experience). You do NOT QA the build (that is /game-qa). You create the plan, the metrics, the questions, and the analysis framework. The human runs the test.


Artifact Discovery

bash
setopt +o nomatch 2>/dev/null || true  # zsh compat
echo "=== Checking for prior work ==="
PREV_PLAYTEST=$(ls -t $_PROJECTS_DIR/*-playtest-plan-*.md 2>/dev/null | head -1)
[ -n "$PREV_PLAYTEST" ] && echo "Prior playtest plan: $PREV_PLAYTEST"
PREV_GAME_REVIEW=$(ls -t $_PROJECTS_DIR/*-game-review-*.md 2>/dev/null | head -1)
[ -n "$PREV_GAME_REVIEW" ] && echo "Prior game review: $PREV_GAME_REVIEW"
PREV_WALKTHROUGH=$(ls -t $_PROJECTS_DIR/*-player-walkthrough-*.md 2>/dev/null | head -1)
[ -n "$PREV_WALKTHROUGH" ] && echo "Prior player walkthrough: $PREV_WALKTHROUGH"
PREV_BALANCE=$(ls -t $_PROJECTS_DIR/*-balance-report-*.md 2>/dev/null | head -1)
[ -n "$PREV_BALANCE" ] && echo "Prior balance review: $PREV_BALANCE"
echo "---"

If prior artifacts exist, read them. Use findings from previous reviews to inform hypothesis and metric selection. If a prior playtest plan exists, this run produces a regression delta — compare findings and note what improved, what regressed, and what is new.


/playtest: Playtest Protocol Design

Design structured playtest protocols. This skill creates the TEST PLAN, not the test itself.

Step 0: Playtest Context

AskUserQuestion:

  1. What's being tested? (full game / specific feature / specific flow / balance)
  2. What stage? (paper prototype / greybox / alpha / beta / soft launch)
  3. How many testers available? (1-5 internal / 5-20 friends & family / 20-100 closed beta / 100+ open)
  4. What's the key question? (is it fun? is it clear? is it balanced? where do players quit?)

Mode selection based on answers:

  • Quick Protocol — internal testers, <5 people, paper/greybox stage. Lighter documentation, focus on hypothesis and observation notes.
  • Full Protocol — external testers, 5+ people, alpha or later. Full metrics, structured interview, consent considerations, analysis framework.

STOP. Wait for user answers before proceeding. One issue per AskUserQuestion.

Section 1: Test Plan

AUTO: Generate test plan from Step 0 answers.

Hypothesis (every playtest needs one): "We believe [specific thing]. This playtest will confirm or refute it by observing [specific metric]."

A testable hypothesis specifies: what you expect, what metric you will measure, and what threshold separates confirmed from refuted. If the hypothesis is vague ("is it fun?"), push back and help the user sharpen it.

Session Structure:

1. Pre-test: Demographics questionnaire (age, gaming experience, genre familiarity)
2. Consent: [internal = verbal, external = written, video = explicit consent]
3. Play session: [duration] minutes, [guided/unguided]
4. Observation: Silent observation with timestamp notes (see Section 2)
5. Post-test: Structured interview (see Section 3)
6. Data collection: [automated metrics / manual notes / video recording]

Sample size selection: Consult metrics-and-benchmarks.md Section C. Match test type to recommended N. Always state what confidence level the chosen N supports.

Control Variables:

  • Same build version for all testers
  • Same hardware/platform (or document differences)
  • Same starting point (unless testing different entry points)
  • Observer does NOT help unless tester is completely stuck for >2 minutes

STOP. Present test plan for user review. One issue per AskUserQuestion.

Section 1B: Event Injection Design (Optional)

ASK: After test plan is confirmed, offer event injection:

Your test plan observes natural play. Want to also test how the game handles disruptions?

Event injection = introducing a controlled disruption at a specific moment and observing the player's reaction. This reveals design resilience that normal play doesn't test.

A) Add 2-3 injections — pick from event-injection.md based on hypothesis. Adds ~5 min per tester. B) Skip — observe natural play only. Better for first-time playtests or when testing FTUE.

If A: Select injection types from references/event-injection.md that match the hypothesis. Design max 3 injections per session. Each injection needs:

  • What: the disruption
  • When: the exact trigger moment
  • Tests: what design quality it reveals
  • Observe: what to watch for in player reaction

Add injection markers to Section 2's event log template.

STOP. Present injection plan for user review. One issue per AskUserQuestion.

Section 2: Observation Metrics

AUTO: Select metrics from metrics-and-benchmarks.md Section A based on hypothesis.

Map each metric to the hypothesis. If a metric does not inform the hypothesis, cut it — it wastes observer attention. For each selected metric, include the threshold from the benchmarks table and note the confidence level.

Qualitative observation: Use severity coding from metrics-and-benchmarks.md (confusion: mild/moderate/severe, frustration: mild/moderate/severe, delight: mild/moderate/strong).

Event Log Template:

Time    Event                   Player Reaction    Severity   Flag
0:00    Opens game              Neutral            —
0:12    Reads tutorial          Skips text         Moderate   ⚠️ Didn't read
0:30    First tap               Smiles             Mild       ✅ Delight
0:45    First failure           Pauses, retries    —
1:15    Second failure          Sighs              Mild       ⚠️ Frustration
1:30    Quits app               Puts phone down    Severe     🔴 Churn

STOP. Present metrics and observation sheet for user review. One issue per AskUserQuestion.

Section 3: Post-Test Questions

AUTO: Select questions from metrics-and-benchmarks.md Section B based on game type.

Start with Universal questions (1-5). Add overlay questions based on game type:

  • F2P game: add monetization overlay
  • Story-driven: add narrative overlay
  • PvP/competitive: add competitive overlay

Include laddering technique instructions for the observer. Include forbidden interview patterns as a reminder card.

Interviewing rules (print for observer):

  • Ask open-ended questions, not leading ones
  • Do not explain or defend design choices during the interview
  • Record exact words, not your interpretation
  • Use laddering: expand, root cause, expectation gap

STOP. Present question list for user review. One issue per AskUserQuestion.

Section 4: Data Analysis Framework

ASK: Confirm analysis approach based on test type and N.

Consult analysis-framework.md for full methodology. Key elements:

  1. Triangulation — require 2+ sources per finding (observation, metric, interview)
  2. Pattern classification — systemic (60%+), segment-specific, or individual variance
  3. Prioritization — use severity x frequency matrix from analysis-framework.md Section C
  4. Report — use findings template from analysis-framework.md Section D

Include regression delta if prior playtest plan exists: what improved, what regressed, what is new.

STOP. Present analysis plan for user review. One issue per AskUserQuestion.

Section 5: Tester Recruitment

ASK: Recruitment approach depends on stage and budget.

Who to recruit (by stage):

  • Paper prototype: team members, designer friends (fast, cheap, biased — acknowledge bias)
  • Alpha: friends & family outside team (some bias, good for major issues)
  • Beta: target demographic strangers (low bias, requires recruitment effort)
  • Soft launch: real players via ad/organic (no bias, real data, highest cost)

Where to find testers:

  • Game dev communities (Reddit, Discord, itch.io forums)
  • University game clubs
  • Playtest platforms (PlaytestCloud, UserTesting)
  • Social media callouts with screening questions

Screening questions (filter for target audience):

  1. How often do you play [genre] games?
  2. Name 2-3 games you have played recently
  3. What platform do you play on most?
  4. Age range (for content rating compliance)

Compensation guidance:

  • Internal/friends: acknowledgment, early access, game credits
  • External strangers: gift card ($10-25/session), game key, or hourly rate ($15-30/hr)
  • Professional playtest services: $50-150/tester (includes recruitment + facility)

Consent/NDA considerations:

  • Internal testers: verbal consent sufficient
  • External testers with unreleased builds: written NDA recommended
  • Video/audio recording: explicit written consent required regardless of tester type
  • Minors (<18): parental consent required

STOP. Present recruitment plan for user review. One issue per AskUserQuestion.

Protocol Completeness Score

Rate the final protocol before delivery:

Protocol Completeness Score:
  Hypothesis defined:           /2  (0=missing, 1=vague, 2=testable with metric+threshold)
  Metrics mapped to hypothesis: /2  (0=generic, 1=partial, 2=each metric maps to hypothesis)
  Sample size justified:        /2  (0=missing, 1=number given, 2=justified per benchmarks)
  Questions avoid leading:      /2  (0=leading questions, 1=mixed, 2=all open-ended)
  Analysis plan specified:      /2  (0=missing, 1=template only, 2=triangulation+prioritization)
  Total:                        /10

Score below 6: push back — the protocol has gaps that will waste tester time. Score 6-8: acceptable with noted gaps. Score 9-10: ready to execute.

AUTO/ASK/ESCALATE

  • AUTO: Generate test plan template, observation log, question list, analysis template from references
  • ASK: Hypothesis definition, tester profile, session duration, mode selection (Quick/Full), recruitment approach
  • ESCALATE: No testable build exists and stage requires one. Target testers undefined after two attempts to clarify. Legal/consent questions beyond template guidance. Budget decisions for professional playtest services.

Anti-Sycophancy

See references/gotchas.md for full list. Key rules:

  • Never claim a protocol is "comprehensive" — list what it covers AND what it misses
  • Never predict tester behavior — describe what the protocol measures
  • State confidence levels for all thresholds (most are LOW pending validation)
  • Push back on vague hypotheses — a playtest without a testable hypothesis wastes tester time

Completion Summary

Playtest Protocol:
  Mode: [Quick / Full]
  Type: [internal / friends / closed beta / open]
  Hypothesis: [one sentence]
  Metrics defined: [count] mapped to hypothesis
  Questions prepared: [count] ([universal + overlay type])
  Sample size: N=[count] ([confidence level] per benchmarks)
  Tester criteria: [defined / needs work]
  Protocol Score: [X/10]
  STATUS: DONE / DONE_WITH_CONCERNS / BLOCKED

  Next Step:
    PRIMARY: /player-experience — playtest data collected, simulate with findings
    (if balance issues surfaced): /balance-review

Save Artifact

bash
_DATETIME=$(date +%Y%m%d-%H%M%S)
echo "Saving to: $_PROJECTS_DIR/${_USER}-${_BRANCH}-playtest-plan-${_DATETIME}.md"

Write to $_PROJECTS_DIR/{user}-{branch}-playtest-plan-{datetime}.md. Supersedes prior if exists.

Discoverable by: /game-qa, /build-playability-review, /game-retro

Review Log

bash
[ -n "$_GG_BIN" ] && "$_GG_BIN/gstack-review-log" '{"skill":"playtest","timestamp":"TIMESTAMP","status":"STATUS","tester_count":N,"commit":"COMMIT"}' 2>/dev/null || true

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Playtest AI skill do?

Playtest protocol design. Creates test plans, defines observation metrics, structures feedback collection, and designs data analysis frameworks.

Why use Playtest on TypingMind?

Because you install it once and use it with any model. Playtest is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Playtest in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/fagemx/gstack-game/tree/main/skills/playtest. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Playtest?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Playtest?

As many as you like. As long as a model supports skills, you can use Playtest with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Playtest AI skill free?

Yes. It is published on GitHub by fagemx under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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