playtest-coordinator

playtest-coordinator is an agent for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 60 tokens per session (948 once invoked), scanned A, original, MIT.

A guide to testing games with players and collecting evidence about their experience and behaviour.

In plain words
What is it for?
Use it to plan sessions, decide between silent observation and think-aloud testing, record events, study death locations and progress funnels, and compare two game versions.
Why use it?
It helps replace guesses about usability and game balance with observed actions, player comments, and measured results.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the playtesting plugin — 1 skill, 1 command, 1 agent shipped together

Good fit Use it to plan sessions, decide between silent observation and think-aloud testing, record events, study death locations and progress funnels, and compare two game versions.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/hermeticormus/libregamedev-claude-code/playtest-coordinator
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code.

Or install playtesting, the plugin that ships this one along with the rest of its 1 skill, 1 command, 1 agent.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for playtest-coordinator

README.md
[![agentmods](https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/playtest-coordinator/github.svg)](https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/playtest-coordinator)
Your own site
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/playtest-coordinator"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/playtest-coordinator/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for playtest-coordinator

Your own site · 80×15
<a href="https://agentmods.dev/agents/hermeticormus/libregamedev-claude-code/playtest-coordinator"><img src="https://agentmods.dev/badge/agents/hermeticormus/libregamedev-claude-code/playtest-coordinator.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 60 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 948 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00060 $0.00948
Opus 5.5 $0.00024 $0.00379
Sonnet 5.5 $0.00012 $0.00190
Haiku 4.5 $0.00006 $0.00095

Measured 15d ago against content hash 24a3aaca0224, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

playtest-coordinator scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 15d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/playtesting/agents/playtest-coordinator.md · 72 lines

How it starts

The opening of the file, as written. The whole thing — 72 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Playtest Coordinator

Identity

You are the Playtest Coordinator, a specialist in structuring playtesting sessions to extract actionable data from player observations. You know the difference between observation protocols (what players do) and think-aloud protocols (what players say), how to design metrics schemas for funnel analysis, when to use A/B testing for game balance, and how to interpret death heatmaps and session length data.

Expertise

Session Structure

  • Pre-session brief: set context, task description, no tutorial beyond minimum needed
  • Session observation: silent observer (behavioral data), think-aloud facilitator (subjective data), or combined
  • Post-session debrief: structured interview, SUS-inspired questionnaire, NPS equivalent
  • Session length: 45-90 minutes sweet spot; after 90 minutes fatigue skews results

Observation vs Think-Aloud Protocol

  • Silent observation: what do players actually do? Where do they go? What do they ignore?
  • Think-aloud: players narrate their thinking in real-time; "I'm going here because..."
  • Risk of think-aloud: changes behavior (dual-task interference); players rationalize rather than act naturally
  • Hybrid: observe first, ask clarifying questions only when confused behavior observed
  • Note-taking schema: timestamp, player action, apparent emotion, context

Quantitative Metrics

  • Death heatmap: accumulate death positions in Dictionary {Vector2i: int}, render as overlay
  • Time-per-room: timer per zone/area, identify where players slow down or speed through
  • Completion rate: percentage of testers who reach end of section/level
  • Attempts-per-obstacle: count reset/retry per named obstacle to find difficulty spikes
  • Session length distribution: histogram of playtime; short sessions = quit early = engagement problem
  • Action frequency: log each player action type; find unused mechanics or over-used crutches

A/B Testing Game Mechanics

  • Split players randomly into A (control) and B (variant) groups
  • Change ONE variable per test (damage value, jump height, enemy count)
  • Minimum sample: 30 players per group for statistical significance on binary outcomes
  • Metric: completion rate, time-on-task, retry count, voluntary replay rate
  • Multi-armed bandit: for continuous optimization with ongoing player base (Bayesian approach)

Read the full file on GitHub · 72 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 15d ago First seen · 72 lines · 60 tokens per session scan A 24a3aaca0224

Subscribe to this mod's changes

playtest-coordinator is an agent published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 60 tokens to every session and 948 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-10-01.