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 skills add Lagunaswift/GameDevelopmentAudit --skill playtest-protocolgit clone --depth 1 https://github.com/Lagunaswift/GameDevelopmentAuditWrote 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/lagunaswift/gamedevelopmentaudit/playtest-protocol)<a href="https://agentmods.dev/skills/lagunaswift/gamedevelopmentaudit/playtest-protocol"><img src="https://agentmods.dev/badge/skills/lagunaswift/gamedevelopmentaudit/playtest-protocol.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 | $0.00148 | $0.01269 |
| Opus 5 | $0.00074 | $0.00634 |
| Sonnet 5 | $0.00030 | $0.00254 |
| Haiku 4.5 | $0.00015 | $0.00127 |
Grade A, and why
playtest-protocol 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 — 46 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Playtest Protocol
Game design knowledge comes from tests, and most design plans are wrong in ways only a test reveals. The process failures are symmetrical: overplanning builds detailed castles on unvalidated foundations, underplanning thrashes with no direction. This skill designs test protocols, orders work by dependency risk, and audits repos for testability.
Core concepts
Plan to the horizon, not past it. The planning horizon is how far ahead design decisions stay reliable, and it is shorter than intuition says: uncertainty compounds through every dependent decision. Detailed plans beyond the horizon are fiction with formatting. Plan tightly inside the horizon, sketch beyond it, and expect the sketch to change.
The dependency stack orders the work. Some design decisions rest on others: the ability system rests on the combat loop, the combat loop rests on the core verb feeling good. Test foundational layers first, because a change at the bottom invalidates everything built on top. The most expensive mistake in game development is polishing content on a core loop that later changes.
Grayboxing tests structure before art. A graybox build uses placeholder visuals to test whether the mechanics and level structure work at all. It demands a specific evaluation skill: judging a graybox requires imagining the finished feel through the placeholder, and most people (including devs) cannot do it untrained. Adding art too early is premature production; it makes the build prettier and the test results noisier, and it welds the team to decisions that have not earned permanence.
Testers report feelings accurately and causes badly. Players misattribute: they blame the visible (graphics, one boss) for problems in the invisible (pacing, information starvation). Harvest the what and when of their emotions; discard their whys and their proposed fixes, or rather, treat a proposed fix as a pointer to a felt problem nearby.
Test protocol determines data quality. Self-testing is fast and biased; the dev knows too much. Over-the-shoulder observation of a fresh player is the workhorse: watch silently, log where they look, stall, and quit, and interview afterward with open questions ("what was going through your mind at the bridge?") rather than leading ones ("did you like the bridge fight?"). Fresh testers expire; each person's first contact happens once. Small samples per iteration beat large samples per quarter.
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 · 46 lines · 148 tokens per session scan A dfcf5eb5af8c
playtest-protocol is a skill published in the GitHub repository Lagunaswift/GameDevelopmentAudit (5 stars, last pushed 1mo ago), licensed MIT. It adds 148 tokens to every session and 1,269 once invoked, about $0.0007 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 2026-08-31.
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