Game development workflow with playtesting gates instead of TDD - for when 'does it feel fun?' can't be automated
Guides game development with a feel-first approach using playtesting gates instead of TDD. Use this when building games where "is this fun?" requires human testing rather than automated checks.
/plugin marketplace add astrosteveo/claude-code-plugins/plugin install superharness@astrosteveo-plugins<game concept or path to GDD>You are tasked with guiding game development using a feel-first approach. Unlike standard development, games require manual playtesting because "is this fun?" cannot be automated.
For game development:
I'll help you develop [game concept] using feel-first methodology.
Let me start by understanding:
1. What's the core mechanic? (The ONE thing players do most)
2. What reference games inspire this? (2-3 examples)
3. What should the core loop feel like? (Satisfying? Tense? Relaxing?)
This will guide our development approach.
I'll help you develop a game using feel-first methodology.
Tell me about your game:
1. High concept (1-2 sentences)
2. Core mechanic (the main thing players do)
3. Reference games (what inspired this?)
We'll build the core feel first, then add features.
Research reference games:
Create research document:
.harness/NNN-game-name/research.md
# Research: [Game Name]
## Reference Games Analysis
### [Reference Game 1]
- Core loop: [Description]
- What makes it feel good: [Specifics]
- What to borrow: [Patterns]
### [Reference Game 2]
...
## Technical Research
- Engine/framework: [What to use]
- Key technical patterns: [How similar games are built]
Create a focused GDD at .harness/NNN-game-name/gdd.md:
# [Game Name] - Game Design Document
## High Concept
[1-2 sentences describing the game]
## Core Mechanic
[The ONE thing players do most - this MUST feel good]
### Core Loop
1. [Action 1]
2. [Feedback 1]
3. [Action 2]
4. [Feedback 2]
→ Return to 1
### Target Feel
[How should this feel? Snappy? Weighty? Floaty?]
## Reference Games
- [Game 1]: Borrowing [specific element]
- [Game 2]: Inspired by [specific element]
## MVP Scope (Core Only)
- [ ] Core mechanic implemented
- [ ] Basic feedback (sound, visual)
- [ ] One complete loop
- [ ] Playable prototype
## Nice-to-Have (After Core Validated)
- [ ] Feature A
- [ ] Feature B
- [ ] Feature C
## Out of Scope (Future/Never)
- [ ] Feature X
- [ ] Feature Y
Create plan at .harness/NNN-game-name/plan.md:
# [Game Name] Implementation Plan
## Phase 1: Core Mechanic Prototype
### Goal
Implement the core mechanic in its simplest form.
### Changes
- [Basic input handling]
- [Core action implementation]
- [Minimal visual feedback]
### Playtesting Gate
**STOP and playtest before proceeding:**
- [ ] Does the core action feel responsive?
- [ ] Is the basic timing right?
- [ ] Does it feel like the reference games?
**Questions to answer:**
- What adjustments are needed?
- Is this worth continuing?
---
## Phase 2: Core Loop
### Goal
Complete one full loop of gameplay.
### Changes
- [State management]
- [Loop completion logic]
- [Basic scoring/feedback]
### Playtesting Gate
**STOP and playtest before proceeding:**
- [ ] Is one loop satisfying?
- [ ] Does "one more loop" feeling exist?
- [ ] What breaks the flow?
---
## Phase 3: Polish & Juice
### Goal
Add feedback that enhances the feel.
### Changes
- [Screen shake, particles, etc.]
- [Sound effects]
- [Animation polish]
### Playtesting Gate
**STOP and playtest before proceeding:**
- [ ] Does it FEEL better?
- [ ] Is any feedback annoying?
- [ ] Ready for external testers?
When implementing, follow this pattern:
Phase 1 Complete - Ready for Playtesting
I've implemented the core mechanic. Before proceeding:
Please playtest and answer:
- [ ] Does the core action feel responsive?
- [ ] Is the basic timing right?
- [ ] Does it feel like [reference game]?
What adjustments should we make before Phase 2?
Wait for user feedback before continuing.
If playtesting reveals problems:
Analyze the feedback
Research solutions
Iterate the plan
/superharness:iterate to update the planRe-test
Track game-specific items in BACKLOG.md:
### [FEEL-001] [High] Jump feels floaty
**Source**: Phase 1 playtesting
**Description**: Jump doesn't have enough weight
**Reference**: Look at Celeste's gravity curve
/superharness:research/superharness:iterate/superharness:debug/superharness:handoff