test-strategy

test-strategy is a command for Claude Code from sponticelli/gamedev-claude-plugins. It costs 10 tokens per session (997 once invoked), scanned A, original, MIT.

A command that creates a test automation strategy document for a game project, covering the systems, team, tools, and quality goals involved.

In plain words
What is it for?
Use it to plan tests for gameplay logic, state changes, saving, economy calculations, networking, and other critical game systems.
Why use it?
It turns project details and release needs into a documented testing plan, including what should and should not be tested.

Command for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

Part of the devops plugin — 6 commands, 6 agents shipped together

Good fit Use it to plan tests for gameplay logic, state changes, saving, economy…

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/sponticelli/gamedev-claude-plugins/test-strategy
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/sponticelli/gamedev-claude-plugins

Made for: Claude Code.

Or install devops, the plugin that ships this one along with the rest of its 6 commands, 6 agents.

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 test-strategy

README.md
[![agentmods](https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/test-strategy.svg)](https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/test-strategy)
Your own site
<a href="https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/test-strategy"><img src="https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/test-strategy.svg" alt="Measured on agentmods" height="20"></a>
Per session 10 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 997 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 $0.00010 $0.00997
Opus 5 $0.00005 $0.00498
Sonnet 5 $0.00002 $0.00199
Haiku 4.5 $0.00001 $0.00100

Measured 7d ago against content hash 4c6a1a5a0a33, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

test-strategy 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 7d 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/devops/commands/test-strategy.md · 187 lines

How it starts

The opening of the file, as written. The whole thing — 187 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Test Automation Strategy Generator

Generate a comprehensive test automation strategy tailored to the game project.

Context Gathering

Before generating, understand:

Project Context

  • Game engine and testing framework
  • Game genre and complexity
  • Critical systems (combat, economy, multiplayer, etc.)
  • Current test coverage (if any)

Team Context

  • Team experience with testing
  • Time available for test development
  • CI/CD integration requirements

Quality Goals

  • Critical quality requirements
  • Past bug patterns
  • Release frequency

Output Format

# Test Automation Strategy: [Project Name]

## Overview
**Engine:** [Engine]
**Test Framework:** [Framework]
**Current Coverage:** [%] or "None"
**Target Coverage:** [%]

## Testing Philosophy

### What We Test
- Core gameplay logic (damage, movement, scoring)
- State machines and transitions
- Save/load functionality
- Economy and progression math
- Network message serialization

### What We Don't Test
- Engine functionality (Unity's Raycast, Unreal's navigation)
- Visual appearance (handled by visual regression)
- Subjective "fun" (handled by playtesting)

## Test Pyramid

      E2E (5%)
     /────────\
    / Integration \
   /   (15%)       \
  /─────────────────\
 /    Unit Tests     \
/       (80%)         \

/───────────────────────\


### Unit Tests (Target: [X] tests)
**Focus:** Isolated game logic
**Speed:** < 100ms each
**Examples:**
- Damage calculation
- Inventory operations
- Stat modifications

### Integration Tests (Target: [X] tests)
**Focus:** System interactions
**Speed:** < 1s each
**Examples:**
- Save/load round-trip
- Client-server message handling
- Quest state progression

### E2E Tests (Target: [X] tests)
**Focus:** Critical user flows
**Speed:** < 30s each
**Examples:**
- New player tutorial completion
- Purchase flow
- Match completion

## Test Organization

tests/ ├── unit/ │ ├── combat/ │ ├── inventory/ │ └── progression/ ├── integration/ │ ├── networking/ │ └── persistence/ ├── e2e/ │ └── flows/ └── fixtures/


## Critical Test Areas

### Tier 1: Must Test
| System | Tests Needed | Priority |
|--------|--------------|----------|
| [Critical system] | [Types] | Immediate |

### Tier 2: Should Test
| System | Tests Needed | Priority |
|--------|--------------|----------|
| [Important system] | [Types] | This sprint |

### Tier 3: Nice to Have
| System | Tests Needed | Priority |
|--------|--------------|----------|
| [Other system] | [Types] | Backlog |

## CI Integration

### Pipeline Integration
```yaml
test-jobs:
  unit-tests:
    trigger: every push
    timeout: 5 minutes
    blocking: true

Read the full file on GitHub · 187 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. 7d ago First seen · 187 lines · 10 tokens per session scan A 4c6a1a5a0a33

Subscribe to this mod's changes

test-strategy is a command published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 10 tokens to every session and 997 once invoked, about $0.0001 per session on Opus 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 2026-08-30.