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48 coordinated Claude Code subagents for indie game development: - 3 leadership agents (creative-director, technical-director, producer) - 10 department leads (game-designer, lead-programmer, art-director, etc.) - 23 specialist agents (gameplay, engine, AI, networking, UI, tools, etc.) - 12 engine-specific agents (Godot, Unity, Unreal with sub-specialists) Infrastructure: - 34 skills (slash commands) for workflows, reviews, and team orchestration - 8 hooks for commit validation, asset checks, session management - 11 path-scoped rules enforcing domain-specific standards - 28 templates for design docs, reports, and collaborative protocols Key features: - User-driven collaboration protocol (Question → Options → Decision → Draft → Approval) - Engine version awareness with knowledge-gap detection (Godot 4.6 pinned) - Phase gate system for development milestone validation - CLAUDE.md kept under 80 lines with extracted doc imports Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
78 lines
2.2 KiB
Markdown
78 lines
2.2 KiB
Markdown
---
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name: playtest-report
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description: "Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis."
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argument-hint: "[new|analyze path-to-notes]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write
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---
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When invoked with `new`, generate this template:
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```markdown
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# Playtest Report
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## Session Info
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- **Date**: [Date]
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- **Build**: [Version/Commit]
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- **Duration**: [Time played]
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- **Tester**: [Name/ID]
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- **Platform**: [PC/Console/Mobile]
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- **Input Method**: [KB+M / Gamepad / Touch]
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- **Session Type**: [First time / Returning / Targeted test]
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## Test Focus
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[What specific features or flows were being tested]
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## First Impressions (First 5 minutes)
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- **Understood the goal?** [Yes/No/Partially]
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- **Understood the controls?** [Yes/No/Partially]
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- **Emotional response**: [Engaged/Confused/Bored/Frustrated/Excited]
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- **Notes**: [Observations]
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## Gameplay Flow
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### What worked well
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- [Observation 1]
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- [Observation 2]
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### Pain points
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- [Issue 1 -- Severity: High/Medium/Low]
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- [Issue 2 -- Severity: High/Medium/Low]
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### Confusion points
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- [Where the player was confused and why]
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### Moments of delight
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- [What surprised or pleased the player]
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## Bugs Encountered
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| # | Description | Severity | Reproducible |
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|---|-------------|----------|-------------|
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## Feature-Specific Feedback
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### [Feature 1]
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- **Understood purpose?** [Yes/No]
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- **Found engaging?** [Yes/No]
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- **Suggestions**: [Tester suggestions]
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## Quantitative Data (if available)
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- **Deaths**: [Count and locations]
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- **Time per area**: [Breakdown]
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- **Items used**: [What and when]
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- **Features discovered vs missed**: [List]
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## Overall Assessment
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- **Would play again?** [Yes/No/Maybe]
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- **Difficulty**: [Too Easy / Just Right / Too Hard]
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- **Pacing**: [Too Slow / Good / Too Fast]
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- **Session length preference**: [Shorter / Good / Longer]
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## Top 3 Priorities from this session
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1. [Most important finding]
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2. [Second priority]
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3. [Third priority]
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```
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When invoked with `analyze`, read the raw notes, cross-reference with existing
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design documents, and fill in the template above with structured findings.
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Flag any playtest observations that conflict with design intent.
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