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Pranesh0805-S/Game-Dev-Skills

Systematic QA and bug-hunting for simple 2D or 3D games, especially web and Three.js games. Use when asked to test, playtest, QA, debug, or find bugs in a game, or to verify a game against its RULES.md. Produces a test plan, automated checks where possible, and a severity-ranked bug report.

What is Game-Dev-Skills?

Game-Dev-Skills is a Claude Code agent skill that systematic QA and bug-hunting for simple 2D or 3D games, especially web and Three.js games. Use when asked to test, playtest, QA, debug, or find bugs in a game, or to verify a game against its RULES.md. Produces a test plan, automated checks where possible, and a severity-ranked bug report.

Works with✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/Pranesh0805-S/Game-Dev-Skills/tree/HEAD/skills/game-testing

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Documentation

Game Testing

Test a game the way a QA engineer would, using Claude Code or a chat session with the project files.

Workflow

  1. Read the rules: open RULES.md if it exists (from the game-rules-core skill). If not, infer rules from the code and write them down first. Untestable rules are bugs in the spec.
  2. Map the code: find the game loop, state machine, input handling, collision, spawn, and scoring code.
  3. Static review: scan for the common bugs in references/checklist.md.
  4. Write tests: unit-test pure logic (collision math, scoring, state transitions) and add a deterministic simulation test where possible (fixed seed, fixed dt, scripted input).
  5. Run and observe: run the tests and, if a browser tool is available, play the game and capture console errors.
  6. Report: write BUG_REPORT.md using the format below.

Test categories (cover all)

  • Core loop: starts, pauses, resumes, restarts, game over, win. Every state transition works and resets the right things.
  • Input: simultaneous keys, key held across pause, rapid taps, focus loss (blur), touch and gamepad if supported.
  • Collision/physics: tunneling at high speed, corner snagging, standing on edges, moving platforms, falling out of the world.
  • Rules: each line of RULES.md has at least one test: trigger, condition, effect, edge case.
  • Scoring/progress: increments correctly, no double counting, resets on restart, persistence (localStorage) survives reload and handles corrupt data.
  • Spawning: limits respected, always passable, no entities left after restart, no memory growth over time.
  • Frame-rate independence: run at simulated 30, 60, and 144 FPS; gameplay results must match.
  • Performance: frame time, entity count growth, memory leaks, draw calls (3D).
  • Robustness: resize window, tab switch, rapid restart, mobile viewport.
  • Determinism: same seed plus same inputs gives the same result.

Bug report format

For each bug:

  • ID / Title
  • Severity: Critical (crash, soft-lock, progress loss) / Major (rule broken) / Minor (visual, feel) / Polish
  • Steps to reproduce (numbered, exact)
  • Expected vs Actual
  • Evidence: file and line, console error, or failing test name
  • Suggested fix (one or two lines)

End the report with a summary table (counts per severity) and a list of what was NOT tested.

Hard rules

  • Never claim a bug without evidence (a failing test, a log, or a code path you can point to).
  • Never claim something works if you did not run it; say "reviewed, not executed".
  • Prefer deterministic tests over "I played it and it felt fine".
  • Do not change gameplay code unless asked; report first, fix on request.

Individual skills in this repo

This repo contains 1 individual skill — each has its own dedicated page.

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