playtesting-a-feature

Verifies gameplay features by running the game and probing inputs, state, and rendered frames.

66|4|Updated Feb 26, 2026
One-click install
npx skills add https://github.com/SummerEngine/summer --skill playtesting-a-feature-summerengine
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: playtesting-a-feature
Source: https://github.com/SummerEngine/summer/tree/main/library/skills/playtesting-a-feature
Command: npx skills add https://github.com/SummerEngine/summer --skill playtesting-a-feature-summerengine

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve? Static checks, type checks, and clean diagnostics cannot prove a gameplay feature actually works. This Skill enforces a played walkthrough of every feature before it is claimed done, catching runtime bugs that only surface during real play. ## Core Features & Use Cases - Probe-driven walkthroughs: Write RunVerification probes (GDScript extending SummerProbeBase) that press real inputs, read state across physics frames, and save rendered frames as evidence. - Edge-case probing: Systematically test input spam, off-screen actors, pause states, and repeated multi-frame triggers where most gameplay bugs live. - Deterministic runs: Pin launches with seed and fixed_fps parameters, and understand exactly what the pins do and do not cover. - Use Case: After implementing a chest-pickup feature, run a probe that walks the player to the chest, presses E, asserts the item entered the inventory, saves frames, and reads diagnostics before reporting the feature done. ## Quick Start Ask the agent to playtest the feature you just built by running the game, walking the golden path with a probe, and reading the diagnostics before claiming it works.

Frequently Asked Questions about playtesting-a-feature

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

FAQPage Schema
How do I verify a gameplay feature actually works in Summer Engine?

Run the game and walk the feature with a RunVerification probe sent through summer_batch. The probe presses real inputs, reads state across physics frames, saves rendered frames, and writes results.json, which you combine with summer_get_diagnostics before claiming the feature done.

Why is a clean diagnostics result not enough to ship a feature?

Clean diagnostics after boot only prove the game started, not that the feature fired. Runtime behaviors like auto-fire weapons, level transitions, and input handling only surface errors during actual play, so the feature must be exercised with a probe or live playthrough.

How do I write a RunVerification probe in GDScript?

Extend SummerProbeBase and use report, save_frame, press, key, and finish. Always await press and key since they are coroutines, assert inequalities on physics-frame-derived state rather than exact values, and call finish before max_seconds elapses.

Can I make playtest runs reproducible across executions?

Yes, pin the launch with summer_play seed and fixed_fps parameters. Seed pins only the global RNG, not RandomNumberGenerator instances or randomize calls, and you must check determinism.applied in the result to confirm the pins took effect.

What if the Summer Engine editor is not running?

Run the probe directly from the shell using the Summer binary with --summer-verify, --summer-verify-out, and --summer-verify-max flags, then read results.json and saved frames from the output directory. The probe must extend the probe base class copied into the project.

When should I ask the user to test instead of a probe?

Only for genuinely experiential judgments: whether the game feels right, looks good, or is fun. Input simulation is never a reason to involve the user, since probes press real actions and keys and save rendered frames for visual review.