autopilot-playtest

autopilot-playtest is a skill for Claude Code from striderZA/OpenCodeGameStudios. It costs 70 tokens per session (1,899 once invoked), scanned A, original, MIT.

An automated game-play testing workflow for a game running in the Godot editor. It uses Autopilot to explore the game, test a level or check a gameplay claim, then saves the findings in the project.

In plain words
What is it for?
Use it to look for gameplay bugs, test levels, verify gameplay behaviour and check whether a player can reach a requested goal.
Why use it?
It provides repeatable evidence about what happened during play without presenting it as human testing. It also records the result where the production team can review it.

Skill for Claude Code

Written for Claude Code: allowed-tools in frontmatter. Also seen: mentions subagents; mentions Claude Code; installed under .agents/ (shared by several agents).

Good fit Use it to look for gameplay bugs, test levels, verify gameplay behaviour and check whether a player can reach a requested goal.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/striderza/opencodegamestudios/autopilot-playtest
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.

Any agent
npx skills add striderZA/OpenCodeGameStudios --skill autopilot-playtest
Clone the repo
git clone --depth 1 https://github.com/striderZA/OpenCodeGameStudios

Made for: Claude Code.

Wrote this? Show the measurements

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agentmods badge for autopilot-playtest

README.md
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Your own site
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Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for autopilot-playtest

Your own site · 80×15
<a href="https://agentmods.dev/skills/striderza/opencodegamestudios/autopilot-playtest"><img src="https://agentmods.dev/badge/skills/striderza/opencodegamestudios/autopilot-playtest.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 70 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,899 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 $0.00070 $0.01899
Opus 5.5 $0.00028 $0.00760
Sonnet 5.5 $0.00014 $0.00380
Haiku 4.5 $0.00007 $0.00190

Measured 6d ago against content hash 31129ba065ec, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

autopilot-playtest 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 6d 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.

.agents/modules/qa/skills/autopilot-playtest/SKILL.md · 92 lines

How it starts

The opening of the file, as written. The whole thing — 92 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Automated Playtest with Autopilot

Autopilot plays the game open in the Godot editor. You write the harness for this request, run it through Autopilot's MCP tools, and file what play showed.

Autopilot's own instructions (INSTRUCTIONS.md, named by start_run) are the detailed reference. This skill is the framework's wrapper around them.

The result is automated evidence. It is never a human playtest.


Setup (once per machine and project)

Rationale and verified behaviour: docs/framework/autopilot-integration.md.

  • Harness. OpenCode 2.2.5, Pi 1.x and omp 18.16.0 are verified. Tool names differ by harness. In this skill, a bare name such as start_run means Autopilot's MCP tool of that name, shown as autopilot_start_run in OpenCode, mcp__autopilot__start_run in Pi and mcp__autopilot_start_run in omp. Other harnesses: stop and say so, and do not edit their config.
  • Godot 4.7 or later. Autopilot's addon README states this. The addon is tested on 4.7.2, which this framework's Godot reference is pinned to. The addon has no runtime version check, so Godot 4.6 is untested.
  • Addon. Install addons/autopilot/ into the game project from Autopilot's download. Enable it in Project Settings > Plugins, then commit the project.godot changes it makes (autoload AutopilotPlaytest, and autopilot/project_id). Do not copy the addon into this repository.
  • Agent service and Bun. Install Autopilot's agent service, which provides the autopilot command that opencode.json runs. Install Bun, which Autopilot's default harness agent needs.
  • Keys. Bring your own keys: a TypeSafe decision key and an LLM key, both in Autopilot's autopilot.env. Do not sign in to Aura.
  • Sharing. In the dock's Privacy step, turn sharing off. Autopilot shares recordings, screenshots, traces and memories by default.
  • Releases. Exclude addons/autopilot/* from export presets.

Phase 1: Preflight

  1. Confirm the server is enabled for this session. In OpenCode, opencode.json → mcp.servers.autopilot must have disabled set to false. In Pi, the autopilot entry in your mcp.json must have enabled set to true and exposure set to direct. Pi's own MCP view can enable the server, and after editing the file, reconnect the server there or restart Pi. In omp, the autopilot entry in .omp/mcp.json must have enabled set to true; restart omp after editing it. If it is off, ask the user whether to enable it for this session, then stop until they answer. If the entry is missing, stop and tell the user to add it from the Autopilot section of /setup-engine. Do not edit config files yourself.
  2. Readiness. The Autopilot tools join your tool list only after the MCP server starts. That took about 5 seconds in testing and can take longer on a cold start. Check that autopilot_start_run (OpenCode), mcp__autopilot__start_run (Pi) or mcp__autopilot_start_run (omp) is among your tools. If it is not, make one cheap read-only call (for example read on AGENTS.md) so the next turn sees the tools, then check again. Make at most 20 such checks. If the tool is still missing, stop and tell the user: "Autopilot's MCP server did not start. Check that the autopilot command is on PATH, then run opencode mcp list (OpenCode), pi mcp list (Pi) or /mcp list (omp). Send the request again once autopilot shows connected."
  3. Confirm the game's project is open in the Godot editor with the Autopilot dock connected. If start_run says the agent service isn't running, relay its message and stop.
  4. Keys: never ask the user to paste a key into this chat. If a run asks for a key, tell the user where it goes (see Setup).
  5. Sharing: confirm the dock's Privacy step is off (see Setup). If the user has not confirmed this, ask before the first run.

Read the full file on GitHub · 92 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. 6d ago First seen · 92 lines · 70 tokens per session scan A 31129ba065ec

Subscribe to this mod's changes

autopilot-playtest is a skill published in the GitHub repository striderZA/OpenCodeGameStudios (122 stars, last pushed 5d ago), licensed MIT. It adds 70 tokens to every session and 1,899 once invoked, about $0.0003 per session on Opus 5.5. 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 2026-11-05.

Related

autopilot-playtest compared with skills from other repositories

autopilot-playtest next to 6 skills from other repositories
ModTypeStarsLast pushLicenceScanTokensWorks with
autopilot-playteststriderZA/OpenCodeGameStudiosSkill1225d agoMITA70Claude Code
godot-testing-qadcc-mcp/dcc-mcp-godotSkill514d agoMITA68Claude Code
professional-game-developerchahat1709/professional-game-developer.skillSkill42mo agoMITA103Claude Code
design-systemTraftG/opencode-game-studioSkill507mo agoMITA45Claude Code, OpenCode
setup-engineTraftG/opencode-game-studioSkill507mo agoMITA45Claude Code, OpenCode
gate-checkTraftG/opencode-game-studioSkill507mo agoMITA29Claude Code, OpenCode
launch-checklistTraftG/opencode-game-studioSkill507mo agoMITA33Claude Code, OpenCode