smoke-check

Run automated tests and coverage checks to gate game builds for QA.

47|12|Updated Jun 14, 2026
One-click install
npx skills add https://github.com/nuoyanruoshui/GodotGameFramework --skill smoke-check-nuoyanruoshui
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: smoke-check
Source: https://github.com/nuoyanruoshui/GodotGameFramework/tree/main/Godot/.claude/skills/smoke-check
Command: npx skills add https://github.com/nuoyanruoshui/GodotGameFramework --skill smoke-check-nuoyanruoshui

SYSTEM DOCUMENTATION & REQUIREMENTS

What problem does it solve?

This Skill prevents unstable game builds from being handed off to QA by coordinating automated test execution, critical-path verification, coverage checks, and explicit release gating.

Core Features & Use Cases

  • Environment Detection: Identifies the game engine, test directories, CI configuration, QA plans, and smoke test sources.
  • Automated Validation: Runs available Godot, Unity, or Unreal test workflows and records pass, fail, missing-runner, and crash conditions.
  • Coverage and Manual Checks: Finds test evidence gaps, gathers developer-confirmed smoke results, and supports PC, console, and mobile platform checks.
  • QA Gate Report: Produces a structured PASS, PASS WITH WARNINGS, or FAIL verdict and writes a dated report only after explicit approval.
  • Use Case: After completing a sprint in a Godot project, run this Skill to verify automated tests, inspect story coverage, confirm launch and regression behavior, and determine whether the build is ready for manual QA.

Quick Start

Run the smoke-check skill for the current sprint and optionally specify a target platform such as PC, console, mobile, or all.

Frequently Asked Questions about smoke-check

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

FAQPage Schema
How do I run automated smoke tests before handing a game build to QA?

Game build gating prevents unstable builds from reaching manual QA by running automated tests, identifying coverage gaps, verifying critical-path functionality, and requiring explicit developer approval before generating a structured release report with a deterministic PASS, PASS WITH WARNINGS, or FAIL verdict.

Does automated test coverage checking work with Unity, Godot, and Unreal Engine projects?

Automated test coverage checking supports Unity, Godot, and Unreal Engine projects by detecting the active game engine, locating available test runners, executing platform-specific test workflows, and recording pass, fail, missing-runner, and crash conditions across PC, console, and mobile platforms.

What is the best way to verify critical-path functionality for a sprint completion in game development?

After completing a sprint, run a smoke check to verify automated tests, inspect story coverage, confirm launch and regression behavior, and determine whether the build is ready for manual QA.

How to generate a QA gate report with deterministic PASS or FAIL verdicts for game regression testing?

To generate a QA gate report for game regression testing, run automated validation and coverage checks, gather developer-confirmed manual smoke results, and provide explicit approval to write a dated report containing a deterministic PASS, PASS WITH WARNINGS, or FAIL verdict.

What happens when a test runner is missing during platform validation for PC, console, or mobile game builds?

When a test runner is missing during platform validation, the build gate records the missing-runner condition, identifies test evidence gaps, gathers developer-confirmed smoke results, and issues a PASS WITH WARNINGS or FAIL verdict to prevent unstable builds from reaching manual QA.