--- name: playtest-report 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." argument-hint: "[new|analyze path-to-notes] [--review full|lean|solo]" user-invocable: true allowed-tools: Read, Glob, Grep, Write, Task, AskUserQuestion --- ## Phase 1: Parse Arguments Resolve the review mode (once, store for all gate spawns this run): 1. If `--review [full|lean|solo]` was passed → use that 2. Else read `production/review-mode.txt` → use that value 3. Else → default to `lean` See `.claude/docs/director-gates.md` for the full check pattern. Determine the mode: - `new` → generate a blank playtest report template - `analyze [path]` → read raw notes and fill in the template with structured findings --- ## Phase 2A: New Template Mode Generate this template and output it to the user: ```markdown # Playtest Report ## Session Info - **Date**: [Date] - **Build**: [Version/Commit] - **Duration**: [Time played] - **Tester**: [Name/ID] - **Platform**: [PC/Console/Mobile] - **Input Method**: [KB+M / Gamepad / Touch] - **Session Type**: [First time / Returning / Targeted test] ## Test Focus [What specific features or flows were being tested] ## First Impressions (First 5 minutes) - **Understood the goal?** [Yes/No/Partially] - **Understood the controls?** [Yes/No/Partially] - **Emotional response**: [Engaged/Confused/Bored/Frustrated/Excited] - **Notes**: [Observations] ## Gameplay Flow ### What worked well - [Observation 1] ### Pain points - [Issue 1 -- Severity: High/Medium/Low] ### Confusion points - [Where the player was confused and why] ### Moments of delight - [What surprised or pleased the player] ## Bugs Encountered | # | Description | Severity | Reproducible | |---|-------------|----------|-------------| ## Feature-Specific Feedback ### [Feature 1] - **Understood purpose?** [Yes/No] - **Found engaging?** [Yes/No] - **Suggestions**: [Tester suggestions] ## Quantitative Data (if available) - **Deaths**: [Count and locations] - **Time per area**: [Breakdown] - **Items used**: [What and when] - **Features discovered vs missed**: [List] ## Overall Assessment - **Would play again?** [Yes/No/Maybe] - **Difficulty**: [Too Easy / Just Right / Too Hard] - **Pacing**: [Too Slow / Good / Too Fast] - **Session length preference**: [Shorter / Good / Longer] ## Top 3 Priorities from this session 1. [Most important finding] 2. [Second priority] 3. [Third priority] ``` --- ## Phase 2B: Analyze Mode Read the raw notes at the provided path. Cross-reference with existing design documents. Fill in the template above with structured findings. Flag any playtest observations that conflict with design intent. --- ## Phase 3: Action Routing Categorize all findings into four buckets: - **Design changes needed** — fun issues, player confusion, broken mechanics, observations that conflict with the GDD's intended experience - **Balance adjustments** — numbers feel wrong, difficulty too spiked or too flat - **Bug reports** — clear implementation defects that are reproducible - **Polish items** — not blocking progress, but friction or feel issues for later Present the categorized list, then route: - **Design changes:** "Run `/propagate-design-change [path]` on the affected design document to find downstream impacts before making changes." - **Balance adjustments:** "Run `/balance-check [system]` to verify the full balance picture before tuning values." - **Bugs:** "Use `/bug-report` to formally track these." - **Polish items:** "Add to the polish backlog in `production/` when the team reaches that phase." --- ## Phase 3b: Creative Director Player Experience Review **Review mode check** — apply before spawning CD-PLAYTEST: - `solo` → skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 4 (save the report). - `lean` → skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 4 (save the report). - `full` → spawn as normal. After categorising findings, spawn `creative-director` via Task using gate **CD-PLAYTEST** (`.claude/docs/director-gates.md`). Pass: the structured report content, game pillars and core fantasy (from `design/gdd/game-concept.md`), the specific hypothesis being tested. Present the creative director's assessment before saving the report. If CONCERNS or REJECT, add a `## Creative Director Assessment` section to the report capturing the verdict and feedback. If APPROVE, note the approval in the report. --- ## Phase 4: Save Report Ask: "May I write this playtest report to `production/qa/playtests/playtest-[date]-[tester].md`?" If yes, write the file, creating the directory if needed. --- ## Phase 5: Next Steps Verdict: **COMPLETE** — playtest report generated. - Act on the highest-priority finding category first. - After addressing design changes: re-run `/design-review` on the updated GDD. - After fixing bugs: re-run `/bug-triage` to update priorities.