147 lines
4.9 KiB
Markdown
147 lines
4.9 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] [--review full|lean|solo]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Write, Task, AskUserQuestion
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---
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## Phase 1: Parse Arguments
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Resolve the review mode (once, store for all gate spawns this run):
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1. If `--review [full|lean|solo]` was passed → use that
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2. Else read `production/review-mode.txt` → use that value
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3. Else → default to `lean`
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See `.claude/docs/director-gates.md` for the full check pattern.
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Determine the mode:
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- `new` → generate a blank playtest report template
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- `analyze [path]` → read raw notes and fill in the template with structured findings
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---
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## Phase 2A: New Template Mode
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Generate this template and output it to the user:
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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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### Pain points
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- [Issue 1 -- 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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---
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## Phase 2B: Analyze Mode
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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.
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---
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## Phase 3: Action Routing
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Categorize all findings into four buckets:
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- **Design changes needed** — fun issues, player confusion, broken mechanics, observations that conflict with the GDD's intended experience
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- **Balance adjustments** — numbers feel wrong, difficulty too spiked or too flat
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- **Bug reports** — clear implementation defects that are reproducible
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- **Polish items** — not blocking progress, but friction or feel issues for later
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Present the categorized list, then route:
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- **Design changes:** "Run `/propagate-design-change [path]` on the affected design document to find downstream impacts before making changes."
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- **Balance adjustments:** "Run `/balance-check [system]` to verify the full balance picture before tuning values."
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- **Bugs:** "Use `/bug-report` to formally track these."
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- **Polish items:** "Add to the polish backlog in `production/` when the team reaches that phase."
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---
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## Phase 3b: Creative Director Player Experience Review
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**Review mode check** — apply before spawning CD-PLAYTEST:
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- `solo` → skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 4 (save the report).
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- `lean` → skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 4 (save the report).
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- `full` → spawn as normal.
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After categorising findings, spawn `creative-director` via Task using gate **CD-PLAYTEST** (`.claude/docs/director-gates.md`).
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Pass: the structured report content, game pillars and core fantasy (from `design/gdd/game-concept.md`), the specific hypothesis being tested.
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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.
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---
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## Phase 4: Save Report
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Ask: "May I write this playtest report to `production/qa/playtests/playtest-[date]-[tester].md`?"
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If yes, write the file, creating the directory if needed.
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---
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## Phase 5: Next Steps
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Verdict: **COMPLETE** — playtest report generated.
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- Act on the highest-priority finding category first.
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- After addressing design changes: re-run `/design-review` on the updated GDD.
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- After fixing bugs: re-run `/bug-triage` to update priorities.
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