Game Playtesting
Which player journey did you actually verify, under which conditions?
Establish the evidence
Record the build, starting state, player goal and observable completion condition. Match the journey to the request: a camera repair needs its affected transition, while a completion check needs the route to the ending. If the request only needs a specified unit regression, use testing without launching this workflow. Use an isolated test profile so resets preserve the user's saves. Keep requested sound and accessibility settings throughout testing. A muted session cannot establish audible feedback quality.
Use the project's existing browser or game-control tools. Read Control and observation before live play. Calibrate the controls in the rendered game before interpreting failed actions as defects. A tool returning successfully establishes that the tool ran, not that the game accepted the input or communicated its result.
For open-ended playtesting, begin with player-visible screens, text and controls. Preserve that first pass before consulting source, hidden state or a walkthrough. A source-informed agent cannot become an uninformed player by promising to ignore what it read. When an uninformed pass is requested and this context knows the solution, use a fresh tester with only the public brief and tool instructions. For a known defect or repair replay, record existing knowledge and reproduce the trigger directly. Do not repeat discovery work that the request does not need.
Record control, information and timing separately:
| Dimension | Distinguish |
|---|---|
| Control | Ordinary input; direct actions or mutation hooks |
| Information | Player-visible evidence; source/route/state guidance |
| Timing | Normal clock; pause-assisted; stepped or accelerated |
State-guided movement through real controls can establish traversal. Teleporting to an objective establishes neither the connecting route nor its prerequisites. Pause-assisted success does not establish normal-clock execution. Label narrower evidence positively instead of discarding useful diagnostic work.
Play a connected journey
Read Journeys and investigation. Follow the objective through its prerequisites and transitions. Record reached milestones and the route between them. Inspect the rendered results throughout; a sequence of internal flags is insufficient.
Choose targeted exploratory checks around the observed risks. Progression, wall contact and interrupted input require different actions; random wandering is not a substitute for each. Keep the test's question distinct from the player's objective and the comparison's time budget distinct from game pacing.
Investigate and repair
For a suspected defect, retain the first observation and state the expected behaviour and its basis. Compare plausible causes: rejected input, wrong state, intended recovery, collision, hidden feedback or controller limitations. Inspect code and telemetry when they can distinguish those explanations.
Reproduce the violation before changing the game. A stalled agent alone does not prove a blocked route. If the same attempt provides no new evidence, change the control method or investigate the disputed mechanism instead of repeating it or weakening the challenge.
Carry authorised repairs through the relevant regression check and a visible replay of the trigger, then continue through the affected transition. Existing testing and engineering skills own implementation. Game-design owns proposed changes to rules, difficulty and intended experience. Keep unrelated tuning stable when testing a causal explanation.
Close with reviewable results
Read Evidence and reporting. Report completed routes, confirmed defects, unresolved observations and untested content separately. A successful prepared-state rehearsal cannot close an untested journey. Preserve playable builds, launch instructions, controls and evidence for the user. Close disposable browser sessions by name.
The source notes explain scope and limits.
evals/README.md and evals/evals.json maintain this skill; they are not an
instruction to run a skill benchmark during ordinary playtesting.