playtest-patterns

playtest-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (2,233 once invoked), scanned A, original, MIT.

A collection of patterns for testing games with player-session data, including recording where players die and displaying those locations as a heatmap. A heatmap uses colors to show where events happen most often.

In plain words
What is it for?
Recording death positions, grouping them into map cells, preserving the data between sessions, and drawing a blue-to-red death overlay.
Why use it?
It helps identify difficult or frustrating areas by showing where deaths are concentrated across playtests.

Skill for Claude CodeCodex

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/playtest-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill playtest-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, Codex.

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-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/playtest-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/playtest-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/playtest-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/playtest-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,233 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.02233
Opus 5 $0.00000 $0.01117
Sonnet 5 $0.00000 $0.00447
Haiku 4.5 $0.00000 $0.00223

Measured 3d ago against content hash 791bd1748bf5, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

playtest-patterns 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 3d 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/skills/playtest-patterns/SKILL.md · 243 lines

How it starts

The opening of the file, as written. The whole thing — 243 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Playtest Patterns

Death Heatmap Collection

# Collect and visualize death positions as a heatmap overlay
class_name DeathHeatmap extends Node2D
var _death_positions: Dictionary = {}  # Vector2i -> int (count)

@export var cell_size: int = 16  # Group deaths by cell size (pixels or world units)
@export var max_heat: int = 10   # Deaths at or above this = max color intensity
@export var heat_color_cold: Color = Color(0, 0, 1, 0.3)   # Blue = few deaths
@export var heat_color_hot: Color = Color(1, 0, 0, 0.7)    # Red = many deaths

func record_death(world_position: Vector2) -> void:
    var cell := Vector2i(int(world_position.x / cell_size), int(world_position.y / cell_size))
    _death_positions[cell] = _death_positions.get(cell, 0) + 1
    queue_redraw()
    _save_to_disk()  # Persist across sessions

func _draw() -> void:
    for cell in _death_positions:
        var count: int = _death_positions[cell]
        var heat := clampf(float(count) / float(max_heat), 0.0, 1.0)
        var color := heat_color_cold.lerp(heat_color_hot, heat)
        var rect := Rect2(
            Vector2(cell) * cell_size,
            Vector2(cell_size, cell_size)
        )
        draw_rect(rect, color)

func _save_to_disk() -> void:
    var file := FileAccess.open("user://death_heatmap.json", FileAccess.WRITE)
    if file:
        var serialized := {}
        for cell in _death_positions:
            serialized["%d,%d" % [cell.x, cell.y]] = _death_positions[cell]
        file.store_string(JSON.stringify(serialized))

func load_from_disk() -> void:
    var file := FileAccess.open("user://death_heatmap.json", FileAccess.READ)
    if not file:
        return
    var parsed := JSON.parse_string(file.get_as_text())
    if parsed is Dictionary:
        for key in parsed:
            var parts := key.split(",")
            var cell := Vector2i(int(parts[0]), int(parts[1]))
            _death_positions[cell] = int(parsed[key])

Analytics Event Schema

# Structured analytics events for funnel and behavior analysis
class_name GameAnalytics extends Node
const ANALYTICS_FILE := "user://analytics_session.jsonl"  # JSON Lines format

var _session_id: String
var _session_start: float

func _ready() -> void:
    _session_id = _generate_session_id()
    _session_start = Time.get_unix_time_from_system()
    _log_event("session_start", {})

func _generate_session_id() -> String:
    return "%d_%d" % [Time.get_unix_time_from_system(), randi()]

func _log_event(event_type: String, data: Dictionary) -> void:
    var event := {
        "session_id": _session_id,
        "timestamp": Time.get_unix_time_from_system(),
        "elapsed": Time.get_unix_time_from_system() - _session_start,
        "event": event_type,
        "data": data
    }
    var file := FileAccess.open(ANALYTICS_FILE, FileAccess.READ_WRITE)
    if not file:
        file = FileAccess.open(ANALYTICS_FILE, FileAccess.WRITE)
    if file:
        file.seek_end()
        file.store_line(JSON.stringify(event))

# Specific event types
func log_player_death(position: Vector3, cause: StringName, level: StringName) -> void:
    _log_event("player_death", {
        "position": {"x": position.x, "y": position.y, "z": position.z},
        "cause": cause,
        "level": level,
    })

func log_level_complete(level: StringName, time_seconds: float, deaths: int) -> void:
    _log_event("level_complete", {
        "level": level,
        "time": time_seconds,
        "deaths": deaths,
    })

func log_mechanic_used(mechanic: StringName, context: StringName) -> void:
    _log_event("mechanic_used", {"mechanic": mechanic, "context": context})

func log_checkpoint_reached(checkpoint_id: StringName) -> void:
    _log_event("checkpoint", {"id": checkpoint_id})

func log_quit(reason: StringName = &"unknown") -> void:
    _log_event("session_end", {
        "reason": reason,
        "total_time": Time.get_unix_time_from_system() - _session_start,
    })

Read the full file on GitHub · 243 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. 3d ago First seen · 243 lines · 0 tokens per session scan A 791bd1748bf5

Subscribe to this mod's changes

playtest-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,233 tokens. 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 2026-08-31.

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