Install
$ agentstack add skill-avelrl-skills-playtest-and-tune ✓ scanned · ✓ verified — works with Claude Code, Cursor, and more.
Security review
✓ PassedNo issues found. Passed automated security review. · v0.1.0 How review works →
- ✓ Prompt-injection patterns
- ✓ Secret / credential exfiltration
- ✓ Dangerous shell & filesystem operations
- ✓ Untrusted network calls
- ✓ Known-malicious package signatures
What it can access
- ✓ Network access No
- ✓ Filesystem access No
- ✓ Shell / process execution No
- ✓ Environment & secrets No
- ✓ Dynamic code execution No
From automated source analysis of v0.1.0. “Used” means the capability is present in the source — more access means more to trust, not that it’s unsafe.
About
Purpose: Evaluate the current playable build, fix obvious friction, and tune the smallest set of values needed for a better MVP loop.
Use when:
- a playable slice already exists
- timing, readability, feel, or pacing problems are visible in the current build
- the team wants one focused tuning pass with a written outcome
Do not use for:
- first-time integration of systems
- large feature additions disguised as tuning
- speculative balancing before the game loop can actually be played
Inputs / Required Context:
- required: a runnable coherent playable loop that has already been assembled
- optional:
reports/mvp-assembly-report.md,design/gdd/systems-index.md, relevant design docs, and previous prototype reports - optional explicit argument: focus area such as combat, pacing, pickups, readability, or controls
Outputs / Owned Artifacts:
- owns one focused playtest pass on the current build and any small accepted tuning changes
- owns
reports/playtest-report.mdwhenever a real playable build was actually run, even if the final result is that no tuning change was adopted - may update constants, spawn values, timing, UI feedback, collision or recovery windows, and small QoL logic
- uses
gamedev/templates/playtest-report.md
Modes or Arguments:
- no argument: run a general MVP sanity pass
[focus-area]: bias the session toward one concern such ascombat-readabilityorpickup-pressure
Execution Rules:
- Before changing anything, verify that a coherent playable loop exists and can actually be run in the current environment.
- If the loop is missing or the build does not start, stop immediately and route back to
assemble-mvporimplement-system; do not writereports/playtest-report.mdand do not make tuning edits. - Read unresolved
High-Risk Systemsrows indesign/gdd/systems-index.mdwhen present and prefer closing the most important still-open evidence gap during this pass. - Run the current build and observe one focused playtest pass before changing values.
- Identify the smallest set of changes that would most improve readability, feel, pacing, or control clarity.
- Tune values and lightweight feedback only; do not expand content scope during tuning.
- Re-run the build after changes and compare the result to the original state.
- Prefer repo-native verification commands for the chosen runtime over ambient external tooling that is not part of the repo or platform contract.
- If specialist QA tooling is unavailable but the primary run target already worked, record the exact blocker and continue the tuning pass instead of treating the run as failed.
- For browser-specific HUD, render, or overlay issues, use browser specialist playtest guidance when available but keep the accepted result and canonical report in this step.
- Write
reports/playtest-report.mdusing the canonical template and record what changed, or explicitly record that no change was adopted after the real pass. - Save accepted evidence in stable project paths or make the verification command reproducible enough that another operator can regenerate it; do not cite ignored scratch dirs as the only durable proof.
- If this pass closes one or more unresolved
High-Risk Systemsrows, update their notes and the progress snapshot indesign/gdd/systems-index.mdin the same pass. - If a tuning change becomes the new accepted default, sync the relevant GDD in the same pass or record an explicit follow-up path; do not silently contradict design docs.
- If the playtest disproves an older prototype or GDD baseline, update the canonical docs to the new accepted read instead of leaving both versions live.
- Recommend either another small tuning pass,
prototype, or the next production step.
Failure / Stop Conditions:
- stop if no coherent playable loop exists yet; route back to
assemble-mvporimplement-system - stop if the build does not run at all; route back to
assemble-mvporimplement-system - do not emit
reports/playtest-report.mdfor a blocked run - do not treat missing optional specialist QA tooling as a blocked run when the primary playtest target already executed successfully
- stop if the request is really a major redesign instead of a tuning pass
- do not hide major structural problems behind endless constant tweaking
Return Format:
- focus area
- changes made
- observed improvement or lack of improvement
- report path
- docs synced or follow-up path recorded
- high-risk rows closed or still unresolved, if any
- next recommended skill:
implement-system,assemble-mvp, or anotherplaytest-and-tune
Example Invocation:
/playtest-and-tune/playtest-and-tune combat-readability
Related Skills / Boundary:
- use
assemble-mvpbefore this skill so there is a coherent playable loop and a real run target - use platform specialists only for runtime-specific QA depth; keep accepted tuning, reporting, and doc sync in this step
- use
implement-systemif a missing mechanic, not tuning, is the real blocker
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: avelrl
- Source: avelrl/skills
- License: MIT
Install and usage instructions live in the source repository linked above.
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Versions
- v0.1.0 Imported from the upstream source.