Studio
remotion-dev/remotion
Start Remotion Studio from packages/example and open it in the Codex browser.
Playtest a studio's game the way Homie holds its own games to a bar — real browsers on a computer and a phone held both ways, the first ten seconds timed, the look measured (black or flat frames…
$ npx skills add hashgraph-online/awesome-codex-plugins --skill playtest -a claude-codeProject install by default; add -g for ~/.claude/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins playtest --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/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .claude/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/playtest .claude/skills/playtest && 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" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtest into .claude/skills/playtest/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest", 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/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtestType 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 hashgraph-online/awesome-codex-plugins --skill playtest -a codexProject install goes to .agents/skills/; add -g for ~/.codex/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins playtest --agent codexProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .agents/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/playtest .agents/skills/playtest && 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" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtest into .agents/skills/playtest/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest", 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 hashgraph-online/awesome-codex-plugins --skill playtest -a cursorProject install goes to .agents/skills/; add -g for ~/.cursor/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins playtest --agent cursorProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .cursor/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/playtest .cursor/skills/playtest && 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" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtest into .cursor/skills/playtest/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest", 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/hashgraph-online/awesome-codex-plugins.git --path plugins/homie-rocks/homie/skills/playtest--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 hashgraph-online/awesome-codex-plugins --skill playtest -a gemini-cliProject install goes to .agents/skills/; add -g for ~/.gemini/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins playtest --agent gemini-cliProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .gemini/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/playtest .gemini/skills/playtest && 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" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtest into .gemini/skills/playtest/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest", 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 hashgraph-online/awesome-codex-plugins playtestInstalls 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 hashgraph-online/awesome-codex-plugins --skill playtest -a github-copilotProject install goes to .agents/skills/; add -g for ~/.copilot/skills/.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .github/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/playtest .github/skills/playtest && 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" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtest into .github/skills/playtest/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest", 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 hashgraph-online/awesome-codex-plugins --skill playtest -a opencodeOpenCode documents no install command of its own. Project install goes to .agents/skills/; add -g for ~/.config/opencode/skills/.
$ gh skill install hashgraph-online/awesome-codex-plugins playtest --agent opencodeProject scope by default (.agents/skills/); add --scope user for a personal install.
$ git clone --depth 1 https://github.com/hashgraph-online/awesome-codex-plugins.git skills-src && mkdir -p .opencode/skills && cp -r skills-src/plugins/homie-rocks/homie/skills/playtest .opencode/skills/playtest && 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" agent skill from https://github.com/hashgraph-online/awesome-codex-plugins/tree/main/plugins/homie-rocks/homie/skills/playtest into .opencode/skills/playtest/ in this project. Copy the whole folder (SKILL.md and every file beside it), keep the folder name "playtest", 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.
playtestPlaytest a studio's game the way Homie holds its own games to a bar — real browsers on a computer and a phone held both ways, the first ten seconds timed, the look measured (black or flat frames…
Playtest is an agent skill from hashgraph-online/awesome-codex-plugins. Playtest a studio's game the way Homie holds its own games to a bar — real browsers on a computer and a phone held both ways, the first ten seconds timed, the look measured (black or flat frames, contrast, detail), how much of the screen the UI covers, the game's real sound captured and measured, a round played with one person trying and one doing nothing, the owner control tests and two strangers finishing a round — then a blind review by a fresh reviewer that never saw the code, and a ranked list of what is…
Its SKILL.md is about 3.7k tokens, which your agent loads only when the skill is triggered. The skill folder holds 10 other files, including scripts and reference files (for example `references/METHOD.md` and `references/REVIEWER.md`).
The repository describes itself as: A curated list of awesome OpenAI Codex / ChatGPT plugins, skills, and resources. The 1 Codex Marketplace. See live plugins at: https://hol.org/plugins/best-codex-plugins. The licence is Apache-2.0.
3 steps, taken from the step headings in SKILL.md.
Read from SKILL.md and the folder at commit 9e7b281. It shows what the files ask for, not the result of running them.
Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.
From allowed-tools in the SKILL.md frontmatter.
Ships 5 files in scripts/ (JavaScript), which the agent can run.
Shell commands in SKILL.md call:
nodenpmnpxFrom the folder's file list and the shell code blocks in SKILL.md.
No URLs in SKILL.md. Its commands use npm and npx, which can reach the network depending on how they are called.
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 loads about 3.7k tokens when it runs, and up to ~6.7k if it reads all its reference files. Until then it costs about 186 tokens; SKILL.md has 2,227 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); the scripts in this folder are not scanned.
The full file from hashgraph-online/awesome-codex-plugins at commit 9e7b281, republished under its Apache-2.0 licence (© hashgraph-online). 2,227 words, ~3,691 tokens.
.claude/skills/playtest/SKILL.md (or your agent's skills folder). This skill also uses 7 other files; get the full folder from GitHub.The question is never "does it run". It is: would a stranger who pressed Play stay for a whole round, and come back? Instruments measure what can be measured; a fresh reviewer who never saw the code answers the rest. A builder never grades its own work.
One script: scripts/playtest.mjs in this skill's folder (Claude Code:
node "${CLAUDE_PLUGIN_ROOT}/skills/playtest/scripts/playtest.mjs" <command>), run from inside the
studio. It needs Node 22, Chrome and the studio's @homie-rocks/studio (for puppeteer-core and its
checks). It opens at most two browsers at a time, all muted: nothing plays out loud.
Start the site as a background task that outlives the command (Claude Code: the Bash tool's
run_in_background), wait until the play page answers, then:
npm run dev # background: http://127.0.0.1:8787 (another port: npx --no-install homie-studio dev --port <n>)
node <playtest.mjs> run <game id> --url http://127.0.0.1:8787It takes five to ten minutes; poll its output, never end your turn while it runs, and do not rebuild
while it runs (a rebuild under npm run dev can stop the dev server). --only first,look,ui,sound
runs some rows; --seconds 30 plays longer. The live site works too (--url the studio's address).
Stop the site afterwards with npx --no-install homie-studio dev --stop.
| row | what it does | fails when |
|---|---|---|
first <device> | opens the play page like a stranger on a computer, a phone, a phone on its side, and times four separate things: a seat, the page's first paint (the loading card, not the game), the loading cover lifting, and the first picture of the game itself (cover gone, the game's own frames advancing); frames per second; the GPU | no seat, a cover that never lifts, or no picture of the game in 10 s |
move <device> | waits for a live round and a body that is the player's, then presses right and times the body moving; when nothing moves it presses left too and reports both, with the position, round phase and time left at each press | the body answers after 1.5 s, or neither way moves it in a live round. WARN when only the opposite way moved (a wall on that side looks like this). BLOCKED when no press fit inside a live round with a free body |
look <device> | plays like a person (holds a direction most of a second, sometimes the action, changes its mind) and shoots the screen: brightness, contrast, colour, visible detail, black or one-colour frames, holes where nothing drew, frames that did not change | a black or one-colour frame, pure-black holes; WARN for dark, flat, featureless or still frames |
ui <phone> | waits for active play, holds the thumb on the stick, hides the world, paints the page black then white, and counts what stays: the share of the screen the DOM UI covers and what is opaque in the middle third. Both frames are saved with the game's state at each | over 12% covered, or anything opaque in the middle, during active play. N/A when the screen was the results card, a spectator view, the loading cover or a browser cut off from its room (measured, labelled, not judged by that bar). BLOCKED when the game changed state between the two frames. WARN when it would pass and a DOM HUD element sits under one of the play page's own controls (the room button, the server or chat pill, the banner): the row names the element and the control |
sound | copies what the game sends to its speaker while it is played (no autoplay flag: the real first-touch rule); loudness overall and through a phone speaker, true peak, clipping, gaps, whether each action press answers with a sound, whether music started | silence, clipping; WARN for quiet, gaps, actions without sound, what a phone loses |
play | a computer plays (direction holds and the game's primary action) and a phone does nothing, in the same public room, for a round that starts after both are in: places, scores, round length against game.json, lead changes, and which inputs the script really pressed | no round finishes; WARN when doing nothing scores as well as playing, everyone ties, or a bot is far ahead (a measured gap in one scripted round, never "people cannot win") |
controls | the owner tests from homie-studio port check: hold a direction 5 s (one straight line, the camera's yaw moves under 10°), alternate directions 10 s (every press goes the pressed way), real touch on Android Chrome (and iPhone WebKit when Playwright's WebKit is installed; otherwise that row says skip), a killed host, a late joiner, the big screen, audio unlock, errors | any of them (port skill: references/CHECKS.md says what each failure usually means) |
round | homie-studio check: two fresh browsers press Play, meet in one room and both see a round finish with both of them in the results; reconnects are reported beside completion | they do not. WARN when the round finished and a browser reconnected on the way |
errors | uncaught errors and failed requests seen along the way | any uncaught error |
BLOCKED is never PASS. A browser rendering at a few frames a second (a software renderer, a
machine under heavy load) makes any game look stuck: the rows say BLOCKED and judge nothing. Run
again on a quieter machine. "Could not test" and "tested and fine" must never sound the same.
The same goes for the instrument's own faults: a screenshot decoder that does not finish in 20 s
is stopped, that device's rows say BLOCKED, the browser is closed and the run exits non-zero; a
site address this computer's Node.js cannot look up (a browser may still open it) stops the run as
BLOCKED, "network preflight failed, before any page or game was opened" (the words check, perf
and port check use for it too), and offers the local site. N/A means the row did not apply to what
was on screen. One scripted run is one run: report a gap as measured once, and repeat before
concluding.
Every press and every picture is recorded with the game's state, read from its port probe
(exposePort, the port skill) and the play page: round phase and time left, whether the body is
the player's to steer (busy), where it is. A game with no probe still runs, and its rows say the
phase was unknown. Three optional things make the rows sharper; none is required:
In exposePort(net, { extra: { ... } }): alive: () => boolean (false: spectating until the
next round), mode: () => string (the control mode on screen), loadout: () => string (what
the player holds, when it changes which controls show), touchHeld: () => boolean, and
drawCalls / triangles (renderer.info.render.calls / .triangles: the look row then
reports measured runtime scene cost, which is not the asset inventory's estimate).
In game.json, the primary action, so a shooter is played by firing and not by the space bar:
"playtest": { "primary": { "label": "fire",
"computer": { "mouse": "left" },
"phone": { "selector": "[data-action=fire]" } } }computer is { "key": "<KeyboardEvent.code>" } or { "mouse": "left|right|middle", "at": [x, y] };
phone is { "selector": "<css, in the game's frame>" } or { "region": [x, y, w, h] }
(fractions of the screen). Undeclared, the script presses the space bar and taps a fixed spot,
says that was a guess, and qualifies anything it concludes from the scores. It does not aim.
In game.json, "scoring": "together": every result row carries the room's one shared total,
so the play row marks the active-against-idle comparison not applicable.
The UI row measures DOM coverage only. A HUD, labels or hints drawn inside the canvas are hidden with the world and are not checked for coverage or overlap; REPORT.md says so beside the result.
The UI row also lays the game's visible DOM HUD against the play page's own controls, which the
page draws over the game's frame and reports as window.__shell.rects (the game reads the same as
net.shell / net.on('shell')). A HUD element under a control that stays is a WARN with both
named; under the "N playing" chip, which fades, it is a note. Fix it by laying the HUD out around
net.shell's rectangles, or by moving the page's controls (game.json screen.share,
screen.chat). A page that reports no layout (an older studio) is said to be unchecked.
A reading taken while the browser was not in its room is labelled, never judged as play: the
helper's link (window.__homieNet.link, and window.__shell.link.state) says reconnecting,
alone (the room never answered and the browser hosts by itself), offline or closed, and a
press, a picture or a UI frame sampled then is BLOCKED or N/A with "CUT OFF from its room" in its
state. The round row says a browser "was seen cut off" beside completion.
The run writes .playtest/<game>/<time>/ in the studio (added to .gitignore): REPORT.md,
report.json, contact sheets (sheet-desk.png, sheet-phone.png, sheet-phone-landscape.png),
every screenshot (the UI row's pair as *-ui-on-black.png and *-ui-on-white.png), sound-capture.wav and its spectrogram, and the owner-test receipts.
Open the contact sheets and look at every picture before believing any number.
node <playtest.mjs> review .playtest/<game>/<time>It writes REVIEW.md in that folder: a brief for a FRESH reviewer, with the pictures, the numbers and
a rubric.
The review hands the game's screenshots to someone outside this session, so ask first, once.
The command prints approval: one self-contained question naming every file it sends (REVIEW.md,
report.json and the listed pictures), the report folder they come from, and the destination (name
it with --to "<the reviewer>": a subagent in this session, or an external command such as a
second coding agent). Ask the person that question word for word. One yes covers that report
folder and that reviewer; another folder or reviewer is a new question. review-request.json in
the folder keeps the same list. A host that reviews what an agent sends may still refuse the
transfer: that is the host's decision. Do not rephrase and retry it, and do not send the pictures
another way. Then one of:
node <playtest.mjs> review <folder> --local writes REVIEW-LOCAL.md: the same rubric for
this session to score the contact sheets itself. Nothing leaves the session. It is the builder
grading its own build, so it is labelled not independent everywhere, and you say so in the
first sentence when you report it.node <playtest.mjs> reviewed <folder> --kind independent --by "<who>", --kind local --reason "<why>", or --kind none --reason "<why>". REPORT.md and
report <folder> then say which review this run had. With no record, or none, the review line
is BLOCKED: a missing review never reads as a passed one. Hand its WHOLE TEXT, unchanged, to a reviewer that has not seen the code, the plan or your
summary (Claude Code: the Agent tool with the file's full contents as the prompt, never just its path
or your summary of it; Codex: a new session). Add nothing about what you built or changed. It plays the game itself, scores it
0-100 in eight parts, and returns gaps ranked by impact, each with evidence it saw and one concrete
fix. Its verdict outranks yours. Put it in the run folder as VERDICT.json.Comparing against other games (the person's references, the studio's last version, a game they admire): give the reviewer frames of each under shuffled labels, scored before the labels are revealed. A reference is a bar ("is it as good as that"), never a template ("make it look like that").
A game with models: give the reviewer the style board, the golden images and the lineup pictures
(homie-studio assets lineup <id>, in .studio/art/<id>/) beside the frames, and add one question: "does every
frame look like ONE game?" (1-10, naming outliers). Record it with homie-studio assets review <id> --score <n> --outliers <ids>.
Lead with the numbers and the review, most important first: what fails, then what the reviewer would
fix first. Group findings by cause before proposing work (five complaints about flat shapes are one
missing lighting model, not five jobs). Name the one change that would matter most. Then, if the
person wants, fix it and run the same instruments again; a change that does not measure better than
the version before it is a regression, not progress. When the weak thing is speed (a low frame rate in
first, a slow first ten seconds, a phone that struggles), the perf skill measures it properly: frame
times and CPU per frame for the host and a replica, alternating runs, and only changes that beat the noise.
When the weak thing is how a move feels (a hit that does not land, a floaty jump), the lab skill compares the
change with the last commit frame by frame, with the person.
references/METHOD.md has the method behind the rows: playing like a person, the five numbers a
round owes you, the scenarios, seats with different strategies, the do-nothing test, the ten-second
test, and the traps that make an instrument lie.
© hashgraph-online, Apache-2.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file
SKILL.md and 7 other files (scripts, references) in plugins/homie-rocks/homie/skills/playtest of hashgraph-online/awesome-codex-plugins.
Open the folder on GitHubat commit 9e7b281
Playtest 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 this skillhashgraph-online/awesome-codex-plugins | 1.3k | — | ~3.7k | Automated safety check: Pass | Apache-2.0 | |
| Studioremotion-dev/remotion | 63k | — | ~376 | Automated safety check: Pass | Custom licence | |
| Studio Queriessupabase/supabase | 111k | — | ~1.3k | Automated safety check: Pass | Apache-2.0 | |
| Studio Testingsupabase/supabase | 111k | — | ~2.2k | Automated safety check: Pass | Apache-2.0 | |
| Studio Shortcutssupabase/supabase | 111k | — | ~919 | Automated safety check: Pass | Apache-2.0 | |
| Studio E2E Testssupabase/supabase | 111k | — | ~2.8k | Automated safety check: Pass | Apache-2.0 |
remotion-dev/remotion
Start Remotion Studio from packages/example and open it in the Codex browser.
supabase/supabase
React Query conventions for data fetching in Supabase Studio.
supabase/supabase
Testing strategy for Supabase Studio. An agent skill from supabase/supabase.
supabase/supabase
Keyboard shortcut conventions for Supabase Studio. An agent skill from supabase/supabase.
supabase/supabase
Write and run Playwright E2E tests for Supabase Studio (e2e/studio).
sickn33/agentic-awesome-skills
Studio de geracao de imagens inteligente — roteamento automatico entre ai-studio-image (fotos humanizadas/influencer) e stability-ai (arte/ ilustracao/edicao).
hashgraph-online/awesome-codex-plugins
Create original anime-style reaction stickers as looping GIFs and MP4 previews, using generated character pose sheets and timed key poses.
hashgraph-online/awesome-codex-plugins
Manage and query Calibre libraries with the calibredb CLI (local paths or Calibre Content server URLs).
hashgraph-online/awesome-codex-plugins
A skill your agent uses when adding, changing, testing, or debugging Rust HTTP APIs and services, especially when Codex needs black-box integration tests, random-port app startup, real database test…
hashgraph-online/awesome-codex-plugins
Make a studio's game look like something at build time — a cover from a real frame of the game (free), painted covers, backdrops, textures and character plates from image models through the…
hashgraph-online/awesome-codex-plugins
Use CALL-E from Codex through the calle CLI. An agent skill from hashgraph-online/awesome-codex-plugins.
hashgraph-online/awesome-codex-plugins
Balance game difficulty, resources, rewards, probability, progression, economies, and dominant strategies.
Playtest a studio's game the way Homie holds its own games to a bar — real browsers on a computer and a phone held both ways, the first ten seconds timed, the look measured (black or flat frames…. Playtest is an agent skill from hashgraph-online/awesome-codex-plugins.
Playtest fits situations like: someone asks to playtest; asks what is weak; what to fix next; before calling a game finished.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill playtest -a claude-code`. Or copy the skill folder (plugins/homie-rocks/homie/skills/playtest in hashgraph-online/awesome-codex-plugins) into .claude/skills/playtest in your project. Claude Code loads it when a task matches its description.
Run `npx skills add hashgraph-online/awesome-codex-plugins --skill playtest -a codex`. Or copy the skill folder (plugins/homie-rocks/homie/skills/playtest in hashgraph-online/awesome-codex-plugins) into .agents/skills/playtest 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 hashgraph-online/awesome-codex-plugins --skill playtest -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, .gemini/skills/playtest, .github/skills/playtest and .opencode/skills/playtest in your project.
Going by SKILL.md and its folder, Playtest needs JavaScript for the scripts in its folder and the command-line tools its instructions call (node, npm and npx). Our summary lists: Node.js.
SKILL.md contains no URLs. Its commands use npm and npx, which can reach the network depending on how they are called. 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. The check reads SKILL.md only: the scripts in the folder are not scanned, so read them before running anything.
Playtest is published under the Apache-2.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.
About 3.7k tokens (SKILL.md is roughly 15k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full. Its references folder adds about 3k tokens, read only when the agent opens those files.
Skills that share tags, products or a category with Playtest: Studio (remotion-dev/remotion, 63k stars), Studio Queries (supabase/supabase, 111k stars), Studio Testing (supabase/supabase, 111k stars) and Studio Shortcuts (supabase/supabase, 111k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.
hashgraph-online (a GitHub organization) maintains it in hashgraph-online/awesome-codex-plugins, which has 1,255 GitHub stars. The repository holds 714 skills in this directory. The repository was last updated on October 9, 2026.
Source: hashgraph-online/awesome-codex-plugins on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.