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Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
25 lines
1.1 KiB
Markdown
25 lines
1.1 KiB
Markdown
> Gate definition. The spawning skill passes this file's path to the director agent; the AGENT reads it — the parent session should not.
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# CD-PLAYTEST — Player Experience Validation
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Agent: `creative-director` | Model tier: Opus | Domain: Vision, pillars, player experience
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**Trigger**: After playtest reports are generated (`/playtest-report`), or after
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any session that produces player feedback
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**Context to pass**:
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- Playtest report — its file path, or its content inline when the calling skill
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reviews before saving (`/playtest-report` does)
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- Game pillars and core fantasy statement
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- The specific hypothesis being tested
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**Prompt**:
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> "Review this playtest report against the game's design pillars and core fantasy.
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> Is the player experience matching the intended fantasy? Are there systematic issues
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> that represent pillar drift — mechanics that feel fine in isolation but undermine
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> the intended experience? Return APPROVE (core fantasy is landing), CONCERNS [gaps
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> between intended and actual experience], or REJECT [core fantasy is not present —
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> redesign needed before further playtesting]."
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**Verdicts**: APPROVE / CONCERNS / REJECT
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