Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
Resolve the review mode (once, store for all gate spawns this run):
--review [full|lean|solo] was passed → use thatproduction/review-mode.txt → use that valueleanSee .claude/docs/director-gates.md for the full check pattern.
Determine the mode:
new → generate a blank playtest report templateanalyze [path] → read raw notes and fill in the template with structured findingsGenerate this template and output it to the user:
# Playtest Report
## Session Info
- **Date**: [Date]
- **Build**: [Version/Commit]
- **Duration**: [Time played]
- **Tester**: [Name/ID]
- **Platform**: [PC/Console/Mobile]
- **Input Method**: [KB+M / Gamepad / Touch]
- **Session Type**: [First time / Returning / Targeted test]
## Test Focus
[What specific features or flows were being tested]
## First Impressions (First 5 minutes)
- **Understood the goal?** [Yes/No/Partially]
- **Understood the controls?** [Yes/No/Partially]
- **Emotional response**: [Engaged/Confused/Bored/Frustrated/Excited]
- **Notes**: [Observations]
## Gameplay Flow
### What worked well
- [Observation 1]
### Pain points
- [Issue 1 -- Severity: High/Medium/Low]
### Confusion points
- [Where the player was confused and why]
### Moments of delight
- [What surprised or pleased the player]
## Bugs Encountered
| # | Description | Severity | Reproducible |
|---|-------------|----------|-------------|
## Feature-Specific Feedback
### [Feature 1]
- **Understood purpose?** [Yes/No]
- **Found engaging?** [Yes/No]
- **Suggestions**: [Tester suggestions]
## Quantitative Data (if available)
- **Deaths**: [Count and locations]
- **Time per area**: [Breakdown]
- **Items used**: [What and when]
- **Features discovered vs missed**: [List]
## Overall Assessment
- **Would play again?** [Yes/No/Maybe]
- **Difficulty**: [Too Easy / Just Right / Too Hard]
- **Pacing**: [Too Slow / Good / Too Fast]
- **Session length preference**: [Shorter / Good / Longer]
## Top 3 Priorities from this session
1. [Most important finding]
2. [Second priority]
3. [Third priority]
Read the raw notes at the provided path. Cross-reference with existing design documents. Fill in the template above with structured findings. Flag any playtest observations that conflict with design intent.
Categorize all findings into four buckets:
Present the categorized list, then route:
/propagate-design-change [path] on the affected design document to find downstream impacts before making changes."/balance-check [system] to verify the full balance picture before tuning values."/bug-report to formally track these."production/ when the team reaches that phase."Review mode check — apply before spawning CD-PLAYTEST:
solo → skip. Note: "CD-PLAYTEST skipped — Solo mode." Proceed to Phase 4 (save the report).lean → skip (not a PHASE-GATE). Note: "CD-PLAYTEST skipped — Lean mode." Proceed to Phase 4 (save the report).full → spawn as normal.After categorising findings, spawn creative-director via Task using gate CD-PLAYTEST (.claude/docs/director-gates.md).
Pass: the structured report content, game pillars and core fantasy (from design/gdd/game-concept.md), the specific hypothesis being tested.
Present the creative director's assessment before saving the report. If CONCERNS or REJECT, add a ## Creative Director Assessment section to the report capturing the verdict and feedback. If APPROVE, note the approval in the report.
Ask: "May I write this playtest report to production/qa/playtests/playtest-[date]-[tester].md?"
If yes, write the file, creating the directory if needed.
Verdict: COMPLETE — playtest report generated.
/design-review on the updated GDD./bug-triage to update priorities.