game-playtest
Installation
SKILL.md
AlterLab GameForge -- Structured Playtest Analysis
Playtesting is not asking players if they had fun. It is the disciplined observation of player behavior to identify where the design succeeds and where it fails. The player's mouth lies -- their hands do not. Nintendo has known this for decades: Miyamoto famously watches players silently, trusting their confusion over their compliments. Larian ran thousands of community playtests during BG3's Early Access, and every major system change traced back to behavioral data, not forum polls. This workflow provides a rigorous behavioral observation framework that transforms raw playtest sessions into actionable design insights.
Purpose & Triggers
Invoke this workflow when:
- A build is ready for external eyes and you need structured feedback, not just reactions
- Specific design questions need answering: "Do players understand the crafting system?" not "Is the game good?"
- Onboarding flow needs validation -- can new players learn the core mechanic without a tutorial?
- Difficulty curve assessment -- are players in the flow channel or oscillating between boredom and frustration?
- A new feature has been integrated and its impact on the overall experience is unknown
- Pre-release polish pass needs data on which rough edges matter most to players
- Competitive analysis requires side-by-side comparison with a reference game
Do NOT use this workflow when:
- You need to test a raw mechanic in isolation (use
game-prototypeinstead) - The build is so broken that testers will spend most of their time hitting bugs (fix critical bugs first, then playtest)
- You want marketing quotes or positive testimonials (that is PR, not playtesting)