playtest

playtest is a command for Claude Code from HermeticOrmus/LibreGameDev-Claude-Code. It costs 17 tokens per session (907 once invoked), scanned A, original, MIT.

A command for designing playtests, adding game data collection, analysing results, and writing findings.

In plain words
What is it for?
Use it to create session plans, track events and deaths, build progress funnels, compare versions in an A/B test, and summarise actionable findings.
Why use it?
It helps turn player sessions into organised evidence about tutorials, difficulty, progression, and game balance.

Command for Claude Code

Written for Claude Code: argument-hint in frontmatter.

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

Good fit Use it to create session plans, track events and deaths, build progress funnels, compare versions in an A/B test, and summarise actionable findings.

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

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

Your own site · 80×15
<a href="https://agentmods.dev/commands/hermeticormus/libregamedev-claude-code/playtest"><img src="https://agentmods.dev/badge/commands/hermeticormus/libregamedev-claude-code/playtest.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 17 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 907 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 $0.00017 $0.00907
Opus 5.5 $0.00007 $0.00363
Sonnet 5.5 $0.00003 $0.00181
Haiku 4.5 $0.00002 $0.00091

Measured 15d ago against content hash d6d7386cf2bd, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

playtest 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/commands/playtest.md · 100 lines

How it starts

The opening of the file, as written. The whole thing — 100 lines — stays where its author put it; the contents beside it link to each section on GitHub.

/playtest

Playtesting session design, data collection, analytics implementation, and findings analysis.

Trigger

/playtest [action] [target]

Actions

design

Create a structured playtest session plan.

/playtest design "first playtest of tutorial level - want to know if jump mechanic is taught"
/playtest design "mid-game difficulty spike at boss - 5 testers, 45 min sessions"
/playtest design "A/B test: original vs reduced enemy health in zone 3"

Output: Session objectives, success criteria, recruitment profile, session guide with timing, observation sheet, debrief questions.

instrument

Implement analytics and data collection code.

/playtest instrument "death heatmap for 2D platformer"
/playtest instrument "time-per-room tracker across 12 rooms"
/playtest instrument "funnel: tutorial -> first combat -> checkpoint 1 -> level end"
/playtest instrument "A/B test for jump height: 6.0 vs 8.0 units"

Output: Typed GDScript with event logging, heatmap nodes, zone timers, funnel stage tracking, or A/B assignment.

analyze

Interpret playtesting data and identify actionable findings.

/playtest analyze "heatmap shows 40% of deaths cluster at platform gap in room 4"
/playtest analyze "3 of 5 testers quit without finding the secondary weapon"
/playtest analyze "average time in zone 2 is 8 minutes, zone 3 is 45 seconds"
/playtest analyze "A/B test: variant group completed level 22% more often"

Output: Root cause hypotheses, severity rating (frequency × impact), prioritized fix recommendations.

report

Structure findings into a shareable format.

/playtest report "3 sessions done, main issues found"
/playtest report "post-launch retention data from first 500 sessions"

Output: Findings table (issue, frequency, severity, recommended fix), funnel chart description, next test priorities.

Examples

Designing a session for tutorial feedback:

/playtest design "tutorial for 2D platformer - verify players understand wall jump without text explanation"

Produces: Pre-session script ("Play as you would normally. I won't answer questions about the game."), 5 observation tasks with success/fail criteria, debrief questions focused on discovery, metrics (wall jump first attempt time, coaching requests count).

Read the full file on GitHub · 100 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 · 100 lines · 17 tokens per session scan A d6d7386cf2bd

Subscribe to this mod's changes

playtest is a command published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (5 stars, last pushed 15d ago), licensed MIT. It adds 17 tokens to every session and 907 once invoked, about $0.0001 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.

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