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.
npx agentmods add skills/devinilabs/pro-skill/test-playable-web-gamesnpx skills add devinilabs/pro-skill --skill test-playable-web-gamesgit clone --depth 1 https://github.com/devinilabs/pro-skillWrote 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/skills/devinilabs/pro-skill/test-playable-web-games)<a href="https://agentmods.dev/skills/devinilabs/pro-skill/test-playable-web-games"><img src="https://agentmods.dev/badge/skills/devinilabs/pro-skill/test-playable-web-games.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 | $0.00052 | $0.00315 |
| Opus 5 | $0.00026 | $0.00158 |
| Sonnet 5 | $0.00010 | $0.00063 |
| Haiku 4.5 | $0.00005 | $0.00032 |
Grade A, and why
test-playable-web-games 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 5d 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.
This is a copy
100% identical to test-playable-web-games — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.
What it actually says
Test Playable Web Games
Combine deterministic tests with short real playthroughs. Do not treat a green build as gameplay proof.
Start with a test matrix
Map the player journey: launch, new game, controls, core action, enemy encounter, reward, inventory/progression, save/continue, loss/retry, pause, settings, and completion. Add device variants for desktop keyboard/mouse, touch portrait, touch landscape, and reduced motion.
Prefer deterministic review states
Create seedable fixtures, debug routes, or query parameters for combat phase, inventory loadout, boss phase, tutorial step, save migration, low health, and error states. Test important transitions directly rather than grinding through the campaign.
Verify the player experience
Use the repository-approved browser surface and honor local browser restrictions. Confirm screen-visible feedback after each meaningful action: control response, target state, damage/resource state, UI update, and navigation. Inspect console warnings/errors and sample performance only on a representative live scene.
Report actionable evidence
Record reproduction steps, expected versus actual result, severity, device/viewport, and the shortest useful proof. Separate new regressions from pre-existing baseline issues. After testing, close idle browser pages, dev servers, and benchmarks while leaving active task resources alone.
What ships with it
1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.
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.
- 5d ago First seen · 25 lines · 52 tokens per session scan A 4e22866b1eae
test-playable-web-games is a skill published in the GitHub repository devinilabs/pro-skill (23 stars, last pushed 23d ago), licensed MIT. It adds 52 tokens to every session and 315 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to test-playable-web-games, differing in 0 lines, and is treated as a copy.
Other skills, from other repositories
develop-web-game
Use when Codex is building or iterating on a web game (HTML/JS) and needs a reliable development + testing loop: implement small changes, run a Playwright-based test script with short input bursts and intentional pauses, inspect screenshots/text, and review console errors with rendergametotext.
test-playable-web-games
Test a playable browser game end to end with deterministic fixtures and real browser evidence. Use for gameplay QA, regression testing, controls, accessibility, responsive/mobile testing, save flows, console checks, performance smoke tests, and release verification.
pie-testing
Start, stop, and query Play-In-Editor (PIE) sessions for runtime testing of Blueprints, gameplay logic, widgets, AI, and any in-game behavior. Use when the user asks you to "play", "test", "run", "PIE", "start/stop the game", or otherwise needs a live game world to validate changes.
uloop-simulate-mouse-ui
Simulate PlayMode EventSystem UI mouse actions using screen coordinates. Use for UI clicks, long-presses, or drags from annotated screenshots.
godot-e2e
Write and run E2E (end-to-end) game tests using the godot-e2e framework. Python controls a live Godot game over TCP — Locator-based semantic queries, expect() auto-retry assertions, and engine log capture make failures self-diagnosing. Use this skill whenever you need to: Test actual gameplay: player movement…
uloop-replay-input
Replay recorded PlayMode keyboard and mouse input. Use for exact gameplay reproduction, E2E runs, or consistent demos from JSON recordings.