gds-test-design

Generates prioritized game test scenarios and coverage matrices from design documentation.

Updated Mar 14, 2026
One-click install
npx skills add https://github.com/ArchaonHW/MingGoRTS --skill gds-test-design-archaonhw
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: gds-test-design
Source: https://github.com/ArchaonHW/MingGoRTS/tree/main/.agents/skills/gds-test-design
Command: npx skills add https://github.com/ArchaonHW/MingGoRTS --skill gds-test-design-archaonhw

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Game teams often lack a structured, risk-based test plan, leading to untested critical paths like save/load, core loops, and platform certification. This Skill turns game design documentation into a prioritized test design document with concrete scenarios. ## Core Features & Use Cases - Risk-Based Test Scenarios: Produces GIVEN/WHEN/THEN scenarios across gameplay, progression, multiplayer, platform, and E2E categories with P0–P3 priorities. - Coverage Matrix & Automation Strategy: Outputs a feature-vs-priority coverage matrix plus recommendations on what to automate versus test manually. - Customizable Workflow: Supports TOML-based team and user overrides for activation steps, persistent facts, and completion hooks. - Use Case: Given a GDD for a turn-based strategy game, generate a full game-test-design.md covering combat, save/load roundtrips, and certification requirements, ready for QA review. ## Quick Start Ask the assistant to design tests for the game project using the gds-test-design workflow based on the existing design documentation.

Frequently Asked Questions about gds-test-design

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I create a game test plan from a GDD?

Provide your game design document and run the test design workflow. It identifies critical systems, assesses risk areas, and outputs prioritized test scenarios in GIVEN/WHEN/THEN format organized by gameplay, progression, multiplayer, and platform categories.

What test categories should a game QA plan cover?

A complete plan covers core gameplay (loop, combat, movement), progression (save/load, unlocks, economy), multiplayer (connectivity, sync, latency) if applicable, platform certification and performance, plus end-to-end player journey scenarios.

How are test scenarios prioritized in game testing?

Scenarios are assigned P0 through P3 priorities based on risk and player impact. P0 covers ship blockers like the core loop and save/load, P1 covers major features, and P2/P3 cover secondary features and edge cases.

Does this workflow support multiplayer game testing?

Yes, it includes a multiplayer testing category covering connectivity, state synchronization, network degradation under latency, and matchmaking scenarios. This section is conditional and only applies when the game has multiplayer features.

Can the test design workflow be customized per team?

Yes, customization is handled through TOML files. Team and user overrides can add activation steps, persistent facts, and completion hooks, merged with base defaults using structural merge rules.

What are the limitations of automated game test design?

The workflow requires existing design documentation such as a GDD or feature specs to analyze. It produces the test plan and scenarios but does not execute tests; implementation is delegated to separate automation and playtesting workflows.