Game Boy ROM Playthrough Driver
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
Creates a blank playtest report template or converts raw playtest notes into structured findings sorted into design, balance, bug and polish items.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios playtest-report --agent claude-codeProject scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .claude/skills && cp -r skills-src/.claude/skills/playtest-report .claude/skills/playtest-report && rm -rf skills-srcUse ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.
Claude Code skills documentation · loads skills from .claude/skills/
Install the "playtest-report" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-report into .claude/skills/playtest-report/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest-report", then confirm the skill loads.Claude Code copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$skill-installer install https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-reportType this inside Codex. $skill-installer <name> installs a curated skill from openai/skills. The installer writes to $CODEX_HOME/skills (default ~/.codex/skills). Restart Codex if the skill does not show up.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios playtest-report --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .agents/skills && cp -r skills-src/.claude/skills/playtest-report .agents/skills/playtest-report && rm -rf skills-srcUse ~/.agents/skills/ instead of .agents/skills for a personal install.
Codex skills documentation · loads skills from .agents/skills/
Install the "playtest-report" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-report into .agents/skills/playtest-report/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest-report", then confirm the skill loads.Codex copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios playtest-report --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/.claude/skills/playtest-report .cursor/skills/playtest-report && rm -rf skills-srcUse ~/.cursor/skills/ instead of .cursor/skills for a personal install.
Cursor skills documentation · loads skills from .cursor/skills/, .agents/skills/, .claude/skills/, .codex/skills/
Install the "playtest-report" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-report into .cursor/skills/playtest-report/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest-report", then confirm the skill loads.Cursor copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gemini skills install https://github.com/Donchitos/Claude-Code-Game-Studios.git --path .claude/skills/playtest-report--scope user (default) or --scope workspace; --path is the subfolder of the repo that holds the skill; --consent skips the security confirmation prompt.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios playtest-report --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/.claude/skills/playtest-report .gemini/skills/playtest-report && rm -rf skills-srcUse ~/.gemini/skills/ instead of .gemini/skills for a personal install, then run /skills reload.
Gemini CLI skills documentation · loads skills from .gemini/skills/, .agents/skills/
Install the "playtest-report" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-report into .gemini/skills/playtest-report/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest-report", then confirm the skill loads.Gemini CLI copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ gh skill install Donchitos/Claude-Code-Game-Studios playtest-reportInstalls for Copilot at project scope by default; add --scope user for a personal install. Preview a skill first with gh skill preview. Needs GitHub CLI 2.90.0 or later (public preview).
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .github/skills && cp -r skills-src/.claude/skills/playtest-report .github/skills/playtest-report && rm -rf skills-srcUse ~/.copilot/skills/ instead of .github/skills for a personal install. Commit .github/skills so cloud agent and code review can use it.
GitHub Copilot skills documentation · loads skills from .github/skills/, .claude/skills/, .agents/skills/
Install the "playtest-report" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-report into .github/skills/playtest-report/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest-report", then confirm the skill loads.GitHub Copilot copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
$ npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install Donchitos/Claude-Code-Game-Studios playtest-report --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/Donchitos/Claude-Code-Game-Studios.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/.claude/skills/playtest-report .opencode/skills/playtest-report && rm -rf skills-srcUse ~/.config/opencode/skills/ instead of .opencode/skills for a personal install.
OpenCode skills documentation · loads skills from .opencode/skills/, .claude/skills/, .agents/skills/
Install the "playtest-report" agent skill from https://github.com/Donchitos/Claude-Code-Game-Studios/tree/main/.claude/skills/playtest-report into .opencode/skills/playtest-report/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest-report", then confirm the skill loads.OpenCode copies the folder itself, the same result as the manual copy. Check what it changed before you commit it.
playtest-reportCreates a blank playtest report template or converts raw playtest notes into structured findings sorted into design, balance, bug and polish items.
The skill works in two modes. With `new` it prints a blank report template and finishes without saving anything. With `analyze` and a path it reads raw notes, compares them with existing design documents and fills the template with structured findings, flagging observations that clash with design intent. With no argument the agent asks which mode you want.
Defects such as crashes, frame drops or softlocks go in the Bugs Encountered table instead of the gameplay pain points, which are reserved for how the game feels to play. Findings are then sorted into four buckets, design changes, balance adjustments, bug reports and polish items, and routed onward.
4 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit b21fa0f. It shows what the files ask for, not the result of running them.
Pre-approves these tools, so the agent can use them without asking each time:
ReadGlobGrepWriteAgentAskUserQuestionBash(bash "*/.claude/skills/playtest-report/../../hooks/yaml-helper.sh" resolve_config *)From allowed-tools in the SKILL.md frontmatter.
Shell commands in SKILL.md call:
bashFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md.
From URLs in SKILL.md, links to its own repository left out.
Names no API keys, tokens, secrets or passwords.
From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.
Playtest Report loads about 1.7k tokens when it runs. Until then it costs about 28 tokens; SKILL.md has 613 words of instructions outside code blocks.
Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.
The automated check found no risky patterns in SKILL.md.
Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.
The full file from Donchitos/Claude-Code-Game-Studios at commit b21fa0f, republished under its MIT licence (© Donchitos). 613 words, ~1,663 tokens.
.claude/skills/playtest-report/SKILL.md (or your agent's skills folder).!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys review_mode,automation
Resolved above — use as-is; --review overrides review_mode for this run. No
block → defaults in .claude/docs/config-resolution.md.
See .claude/docs/director-gates.md for the full check pattern. Individual gate definitions live in .claude/docs/director-gates/[gate-id].md — the spawned agent reads its own gate file; do not read it in the parent session.
Every AskUserQuestion call follows .claude/docs/automation-modes.md
(collaborative asks always · guided major-only · autonomous logs and proceeds;
automation_always_ask categories always prompt).
Determine the mode:
new → generate a blank playtest report template. This mode ends after
Phase 2A: a blank template has nothing to route, review or save.analyze [path] → read raw notes and fill in the template with structured findingsAskUserQuestion: [A] New blank template /
[B] Analyze notes — I'll give you the pathGenerate this template and output it to the user:
# 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]In new mode, stop here with: Verdict: COMPLETE — blank template output; nothing saved.
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.
An observation that describes a defect — a crash, a framerate drop, a softlock, something that plainly breaks rather than plays badly — goes in the Bugs Encountered table, not under Gameplay Flow → Pain points, and is routed as a bug in Phase 3. Pain points are for how the game feels to play.
Categorize all findings into four buckets:
Present the categorized list, then route:
/propagate-design-change [path] on the affected design document to find downstream impacts before making changes."/balance-check [system] to verify the full balance picture before tuning values."/bug-report to formally track these."production/ when the team reaches that phase."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 Agent using gate CD-PLAYTEST (.claude/docs/director-gates/cd-playtest.md).
Pass: the structured report content, game pillars and core fantasy (from
design/gdd/game-concept.md), the specific hypothesis being tested. If
game-concept.md does not exist — expected at minimal, where
design/game-brief.md replaces it — the brief has no pillars: pass its
one-sentence pitch and its "Who it's for / what they feel" line instead, and say
they stand in for pillars. If neither document exists, say so in the prompt:
"No pillars available — assess against the hypothesis alone." A director gate
handed silence about pillars will invent them.
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. If NOT ASSESSED (the director lacked an input — .claude/docs/director-gates.md), add the same section naming what was missing; it is not an approval.
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.
Verdict: COMPLETE — playtest report generated.
/design-review on the updated GDD./bug-triage to update priorities.© Donchitos, MIT. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
Just SKILL.md in .claude/skills/playtest-report of Donchitos/Claude-Code-Game-Studios.
Open the folder on GitHubat commit b21fa0f
Playtest Report next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.
| Skill | Stars | Used in | Tokens | Auto-check | Licence | Repo updated |
|---|---|---|---|---|---|---|
| Playtest Report this skillDonchitos/Claude-Code-Game-Studios | 26k | — | ~1.7k | Automated safety check: Pass | MIT | |
| Game Boy ROM Playthrough Drivertrekawek/coffee-gb | 1.2k | — | ~1.3k | Automated safety check: Pass | MIT | |
| Evidence-Based Game QAzenstory-ai/novel-to-game | 834 | — | ~389 | Automated safety check: Pass | MIT | |
| Build Game Inventorynirholas/three.ws | 227 | 1 repos | ~418 | Automated safety check: Pass | Apache-2.0 | |
| Ship Web Gamesnirholas/three.ws | 227 | 1 repos | ~284 | Automated safety check: Pass | Apache-2.0 | |
| Threejs Gameplay Systemsvalkor-ai/loom | 1.2k | 1 repos | ~1.4k | Automated safety check: Pass | Apache-2.0 |
trekawek/coffee-gb
Plays an authorized Game Boy or Game Boy Color ROM in one persistent headless Coffee GB session, inspecting frames and keeping an action trace for replay or tests.
zenstory-ai/novel-to-game
Verifies a game build on its target runtime with real run evidence for launch, rendering, input, core loop, outcome and restart, and records limitations honestly.
nirholas/three.ws
Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems.
nirholas/three.ws
Package, deploy, and verify a playable Three.js or web game.
valkor-ai/loom
Build and iterate playable Three.js game systems: starter scaffold, architecture, design briefs, core loops, level and encounter design, entities, input, camera, collision and physics, scoring…
925236118/AlphaAgent
Master Godot 4 GDScript patterns including signals, scenes, state machines, and optimization.
Donchitos/Claude-Code-Game-Studios
Audits game assets against naming conventions, file size budgets and format standards, and finds orphaned assets and missing references.
Donchitos/Claude-Code-Game-Studios
Writes per-asset visual specs and AI image-generation prompts for a game's characters, enemies and screens, driven by the GDD, art bible and an entity inventory.
Donchitos/Claude-Code-Game-Studios
Checks game data and formulas for balance outliers, broken progression, degenerate strategies and economy problems, and answers 'could not run' when the data is missing.
Donchitos/Claude-Code-Game-Studios
Turns a description into a structured bug report, or scans code for likely bugs, then verifies and closes reports through four modes.
Donchitos/Claude-Code-Game-Studios
Reviews the open bug backlog, separates severity from priority, assigns fixes to sprints and reports systemic trends, writing a dated triage file.
Donchitos/Claude-Code-Game-Studios
Generates an internal or player-facing changelog from git commits and sprint data, filtering out framework maintenance commits so that only work on the game itself reaches release copy.
Categories
Creates a blank playtest report template or converts raw playtest notes into structured findings sorted into design, balance, bug and polish items. The skill works in two modes. With `new` it prints a blank report template and finishes without saving anything.
Playtest Report fits situations like: getting a blank playtest form to hand to testers before a session; converting messy session notes into a structured report; spotting where playtest feedback contradicts the design document.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a claude-code`. Or copy the skill folder (.claude/skills/playtest-report in Donchitos/Claude-Code-Game-Studios) into .claude/skills/playtest-report in your project. Claude Code loads it when a task matches its description.
Run `npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a codex`. Or copy the skill folder (.claude/skills/playtest-report in Donchitos/Claude-Code-Game-Studios) into .agents/skills/playtest-report in your project. Codex loads it when a task matches its description.
Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add Donchitos/Claude-Code-Game-Studios --skill playtest-report -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/playtest-report, .gemini/skills/playtest-report, .github/skills/playtest-report and .opencode/skills/playtest-report in your project.
Going by SKILL.md and its folder, Playtest Report needs the command-line tools its instructions call (bash). Its frontmatter pre-approves these tools: Read, Glob, Grep, Write, Agent, AskUserQuestion, Bash(bash "*/.claude/skills/playtest-report/../../hooks/yaml-helper.sh" resolve_config *).
SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.
Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.
Playtest Report is published under the MIT licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 1.7k tokens (SKILL.md is roughly 6.7k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.
Skills that share tags, products or a category with Playtest Report: Game Boy ROM Playthrough Driver (trekawek/coffee-gb, 1.2k stars), Evidence-Based Game QA (zenstory-ai/novel-to-game, 834 stars), Build Game Inventory (nirholas/three.ws, 227 stars) and Ship Web Games (nirholas/three.ws, 227 stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
Donchitos (a GitHub user) maintains it in Donchitos/Claude-Code-Game-Studios, which has 25,871 GitHub stars. The repository holds 73 skills in this directory. The repository was last updated on September 29, 2026.
Source: Donchitos/Claude-Code-Game-Studios on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.