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.
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-pluginsWrote 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.
[](https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/test-strategy)<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>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.
| Model | Per session | Once 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 |
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.
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
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.
- 7d ago First seen · 187 lines · 10 tokens per session scan A 4c6a1a5a0a33
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.
Other commands, from other repositories
nds-test
Read the knowledge base BEFORE any MCP tool call.
gba-ai-full
Read docs/gba-claude-guide.md from C:\Users\AustinKidwell\ASR Dropbox\Austin Kidwell\04ResearchAnalysis\pokefirered-master\pokefirered-master completely before any MCP tool call.
gba-smoke
These run BEFORE game detection. If any fail, stop immediately.
input-review
Review input handling, device coverage, buffering, and control responsiveness from an engine-neutral perspective.
audio-pass
Functional audio review for implementation, mix coverage, clarity, and player feedback.
qa-plan
Build a QA plan, matrix, and exit criteria for the selected scope.