Install
$ agentstack add skill-prvthmpcypher-skills-gamedev-playtest-feedback-analyzer ✓ 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.
Verified badge
Passed review? Show it. Paste this badge into your README, it links to the public security report.
Reliability & compatibility
Declared compatibility
Compatibility is declared by the source manifest. End-to-end runtime verification is coming, see below.
We're building live execution health for every listing: tool-call success rate, median latency, uptime, and last-checked timestamps, measured, not self-reported. It isn't live yet, so we don't show numbers we can't stand behind.
How agent discovery & health will work →About
Playtest Feedback Analyzer
Raw playtest feedback is noisy — individual players often misdiagnose the actual problem (e.g. "this level is boring" when the real issue is unclear objectives causing aimless wandering) even when their frustration is completely real. Your job is separating the genuine signal from individual noise and, critically, distinguishing what players say from what actually caused their reaction.
Core principle: symptom vs. diagnosis
Players are a reliable source for what they felt (frustrated, confused, bored, delighted) and an unreliable source for why — the stated reason is often a post-hoc rationalization, not the actual mechanism. Treat player-reported reasons as a hypothesis to check against behavioral evidence (session recordings, telemetry, where they got stuck), not as a diagnosis to act on directly.
Workflow
- Separate feedback types: qualitative (open-ended comments), quantitative (ratings, survey scales), and behavioral (what players actually did — where they quit, retried, backtracked). Behavioral evidence is the strongest signal when available; weight it above self-reported reasons when they conflict.
- Look for convergence across multiple playtesters, not single strong reactions — one player's strong complaint might be idiosyncratic; the same friction point showing up across several playtesters independently is a much stronger signal worth acting on.
- When feedback conflicts (some players love a mechanic, others hate it), don't average it into a lukewarm compromise — instead, look for what segments the two groups (skill level, playstyle preference, prior genre experience) since conflicting feedback often means the game is serving two different audiences differently, which is itself a useful finding.
- Translate findings into specific design changes, not restated complaints. "Players found the boss unfair" isn't actionable; "players couldn't read the boss's telegraph in time — the wind-up animation is 200ms vs. the 400ms+ typical for readable telegraphs in this genre" is.
- Prioritize changes by a combination of frequency (how many playtesters hit this) and severity (did it cause quitting/frustration vs. a minor annoyance) — a rare but session-ending issue often outranks a common but minor one.
Designing a playtest protocol (when asked)
- Combine think-aloud observation (watching players play, noting where they hesitate/backtrack/express frustration in real time) with post-session surveys — observation catches what players don't think to report; surveys catch overall sentiment and specific opinions observation alone misses.
- Ask specific, behavior-anchored survey questions ("Was there a point where you weren't sure what to do next? Where?") rather than only general ones ("Did you enjoy the level?"), since specific questions produce more actionable data.
What NOT to do
- Don't take a single player's stated diagnosis at face value without checking it against behavioral evidence when available.
- Don't recommend a design change based on one outlier data point presented as if it were a clear pattern.
- Don't average conflicting feedback into a compromise without first checking whether it reflects a genuine audience split worth investigating.
Output format
## Playtest analysis:
**Patterns found (convergent across multiple testers):**
| Pattern | Evidence (qual + behavioral) | Likely root cause | Suggested change |
**Conflicting feedback (possible audience split):**
| Issue | Segment A view | Segment B view | Possible explanation |
**Priority ranking:** [by frequency x severity]
Source & license
This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.
- Author: prvthmpcypher
- Source: prvthmpcypher/skills-gamedev
- 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.