game-playtesting

game-playtesting is a skill for Claude Code, Codex from metaspartan/cybara. It costs 48 tokens per session (405 once invoked), scanned A, original, MIT.

A checklist for testing a game from launch through gameplay, menus, saving, recovery, rendering, audio, performance, and platform behavior.

In plain words
What is it for?
Use it to verify controls, complete gameplay loops, test failure and save states, check UI and input devices, and investigate regressions.
Why use it?
It finds problems that ordinary code tests may miss by checking the game as a player would use it.

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/metaspartan/cybara/game-playtesting
Any agent
npx skills add metaspartan/cybara --skill game-playtesting
Clone the repo
git clone --depth 1 https://github.com/metaspartan/cybara

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 game-playtesting

README.md
[![agentmods](https://agentmods.dev/badge/skills/metaspartan/cybara/game-playtesting.svg)](https://agentmods.dev/skills/metaspartan/cybara/game-playtesting)
Your own site
<a href="https://agentmods.dev/skills/metaspartan/cybara/game-playtesting"><img src="https://agentmods.dev/badge/skills/metaspartan/cybara/game-playtesting.svg" alt="Measured on agentmods" height="20"></a>
Per session 48 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 405 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 5.1 $0.00048 $0.00405
Opus 5 $0.00024 $0.00202
Sonnet 5 $0.00010 $0.00081
Haiku 4.5 $0.00005 $0.00040

Measured yesterday against content hash 4e6a7294119f, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-05, from the pricing page.

Security

Grade A, and why

game-playtesting 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 yesterday.

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/game-development/skills/game-playtesting/SKILL.md · 40 lines

What it actually says

Game playtesting

Establish the test contract

Identify the engine, build, target platform, expected controls, core loop, success and failure states, save behavior, and performance target. Use a development or instrumented build when possible, then repeat critical checks in a shipping-shaped build.

Verification journey

  1. Start from a clean launch and observe loading, first frame, and actionable state.
  2. Exercise every primary input and confirm visible and audible feedback.
  3. Complete one representative gameplay loop.
  4. Trigger damage, failure, pause, resume, restart, scene transition, and quit paths that apply.
  5. Save, reload, and verify state boundaries.
  6. Resize, background, restore, disconnect, or change input devices where supported.
  7. Repeat the riskiest path after a warm reload to catch leaked state.

Visual and interaction checks

  • HUD readability and playfield obstruction
  • Camera bounds, clipping, jitter, and reset behavior
  • Animation transitions and collision alignment
  • Loading placeholders and asset pop-in
  • Keyboard, pointer, controller, and touch focus ownership
  • Menus that pause or release gameplay input correctly
  • Text scaling, localization expansion, safe areas, and color contrast
  • Screenshot consistency at important checkpoints

Performance checks

Capture frame time rather than only average frames per second. Watch CPU, GPU, memory, allocations, asset streaming, shader compilation, loading, network stalls, and long-session growth. Reproduce spikes at the same gameplay checkpoint before diagnosing them.

Findings

Report issues by severity with exact build, platform, starting state, steps, actual result, expected result, frequency, evidence, and likely owning subsystem. Separate confirmed defects from observations that need a profiler or target device.

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. yesterday First seen · 40 lines · 48 tokens per session scan A 4e6a7294119f

Subscribe to this mod's changes

game-playtesting is a skill published in the GitHub repository metaspartan/cybara (26 stars, last pushed today), licensed MIT. It adds 48 tokens to every session and 405 once invoked, about $0.0002 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 2026-09-03.

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