config/skills/game-dev/playtest-coordinator/SKILL.md
Plan and run playtests for a solo dev game. Use when deciding when to test, finding testers, structuring sessions, collecting feedback, processing results, or preparing for Steam Next Fest. Includes ADHD-specific strategies for handling emotional feedback.
npx skillsauth add gavinmcfall/agentic-config playtest-coordinatorInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
3 of 9 scanners reported clean
Some scanners were skipped, did not run, or reported a non-clean status. Review each row below.
Playtesting isn't asking "do you like my game?" It's watching someone play it without saying a word.
Invariant Players are excellent at identifying problems. They are poor at diagnosing causes or proposing solutions. Listen to what felt wrong; treat their suggested fixes as data points, not instructions.
Example A tester says "you should add a minimap." The problem isn't a missing minimap — it's that they got lost. The solution might be better level design, landmarks, lighting, or yes, a minimap. But you decide that, not the tester. //BOUNDARY: When multiple testers independently suggest the same solution, it gains weight. But even then, verify the underlying problem first.
Depth
Invariant During a playtest session, do not explain, help, or defend your design. Every time you intervene, you learn nothing.
Example A tester can't figure out how to open the inventory. They fumble for 30 seconds. Every fiber of your being wants to say "press I." Don't. That 30 seconds just told you your UI doesn't communicate inventory access. If you tell them, you lose that insight forever. //BOUNDARY: If the player hits a game-breaking bug (crash, softlock), you can intervene. But a player being confused is not a bug — it's data.
| Stage | Focus | Key Questions | |-------|-------|--------------| | Prototype | Core mechanics feel | Is the core loop fun? Do controls feel good? | | Alpha | Systems, balance, progression | Do systems work together? Is pacing right? | | Beta | Polish, onboarding, bugs | Can a new player figure it out without help? | | Pre-release | Full experience | Does the whole thing hold together? Would they buy it? |
Test as soon as you have something playable, even if it's ugly. Fundamental problems found late are expensive or impossible to fix.
| Source | Best For | Notes | |--------|----------|-------| | r/playmygame | Early feedback | Game must be free to play. 1 post per calendar month. | | r/indiegaming, r/gamedev | Visibility, reciprocal testing | Contribute to community first (2-3 months before asking) | | Discord | Ongoing community | Genre-specific servers with #playtest channels | | itch.io | Creative/experimental games | Playtesting board, devlog audience | | Steam Playtest | Gated beta access | Separate appID linked to main game, free | | Local meetups / game jams | In-person observation | Uniquely valuable — body language, real-time reactions |
Sit behind the player, not beside them — this reduces the impulse to intervene.
When you can't observe directly (Steam Playtest, itch.io distribution):
Async testing trades depth for reach. Use it for volume feedback; use in-person observation for deep insights.
| Method | What It Reveals | Tools | |--------|----------------|-------| | Observation | What players actually do | In-person, recorded sessions | | Think-aloud | What players are thinking in the moment | Concurrent or retrospective | | Surveys | Structured responses to specific questions | Google Forms, Typeform | | Analytics | Behavioral patterns at scale | GameAnalytics (free), Unity Analytics | | Bug reports | Technical issues | BetaHub (free, Discord integration) |
| Priority | Category | Example | |----------|----------|---------| | 1 | Blocks progress | Crash, softlock, can't figure out how to start | | 2 | Undermines core loop | Core mechanic feels bad, main activity isn't fun | | 3 | Confuses consistently | Multiple players misunderstand the same element | | 4 | Polish and feel | Animation timing, juice, sound feedback | | 5 | Personal preference | "I wish it had X feature" from one person |
You need both. Sympathetic feedback too early feels good but misleads. Unsympathetic feedback too early destroys motivation.
Rejection Sensitive Dysphoria makes feedback feel like personal attack. The prefrontal cortex processes criticism of your work as criticism of you. This is neurological, not a character flaw.
Every piece of feedback feels urgent. The ADHD brain wants to act on all of it right now. This leads to:
The constraint is one change per cycle. Write the rest down. Most of it won't matter tomorrow.
A multi-day event (3x/year: February, June, October) where players try demos. ~3,000 demos compete.
| Tier | Wishlists | |------|-----------| | Top 5% | ~7,000 | | Top 10% | ~3,000 | | Median | <500 |
Games that do best already have momentum. Next Fest capitalizes on momentum — it doesn't create it.
| When | Action | |------|--------| | 3-6 months before | Build and polish the demo | | 6-8 weeks before | Test the demo at smaller events first | | 4+ weeks before | Influencer/streamer outreach | | 2-3 weeks before | Release demo publicly (builds pre-event momentum) | | 14+ days before | Submit build to Valve for review | | Event week | Livestream, engage community hub, monitor feedback |
Not your first time making a demo. Test at smaller events first (itch.io, game jams). Participate in Next Fest when:
| Tool | Cost | Best For | |------|------|----------| | Steam Playtest | Free | Gated beta access via Steam | | BetaHub | Free | Bug tracking with Discord/engine integration | | PlaytestCloud | Paid | Unmoderated remote testing with recordings |
| Tool | Cost | Best For | |------|------|----------| | Google Forms | Free | Post-session surveys | | OBS Studio | Free | Screen + audio recording | | GameAnalytics | Free tier | Retention, progression, funnel analysis | | Discord | Free | Ongoing community feedback channels |
When helping with playtesting:
prototype-coach skill — What to prototype before playtestingadhd-coach skill — Emotional regulation beyond playtestingscope-guardian skill — Preventing feedback-driven scope creepsteam-publisher skill — Steam Playtest feature, Next Fest preparationgdd-writer skill — Updating GDD based on playtest findingssprint-manager skill — Playtest tasks in sprint planningThe most valuable feedback is the silence when someone gets stuck and you don't help them.
development
Deeply personal mentor and guide. Use when struggling, wanting to quit, feeling overwhelmed, or doubting yourself. Empathy-first. Build this skill around YOUR psychology.
tools
Build automation workflows with n8n for game dev tasks. Use when automating repetitive processes, setting up notifications, scheduling backups, or connecting services. Reduces manual overhead that ADHD brains find hardest to maintain.
testing
Query and diagnose the home Kubernetes cluster. Use when checking cluster health, troubleshooting pods/services/routes, inspecting storage, or understanding what's deployed. Covers Talos node management, Ceph storage, Cilium networking.
devops
Deploy and manage applications in the home-ops Kubernetes cluster via GitOps. Use when deploying new apps, modifying existing ones, adding routing, managing secrets, or working with the home-ops repo structure.