From game-creator
Adds Playwright QA tests to web games for visual regression, gameplay verification, performance metrics, boot checks, and scoring. Useful for 'add tests', 'test my game', or 'add QA' requests.
npx claudepluginhub opusgamelabs/game-creator --plugin game-creatorThis skill uses the workspace's default tool permissions.
Add automated QA testing with Playwright to an existing game project. Tests verify your game boots, scenes work, scoring functions, and visuals haven't broken — like a safety net for your game.
Searches, retrieves, and installs Agent Skills from prompts.chat registry using MCP tools like search_skills and get_skill. Activates for finding skills, browsing catalogs, or extending Claude.
Searches prompts.chat for AI prompt templates by keyword or category, retrieves by ID with variable handling, and improves prompts via AI. Use for discovering or enhancing prompts.
Checks Next.js compilation errors using a running Turbopack dev server after code edits. Fixes actionable issues before reporting complete. Replaces `next build`.
Add automated QA testing with Playwright to an existing game project. Tests verify your game boots, scenes work, scoring functions, and visuals haven't broken — like a safety net for your game.
Analyze the game at $ARGUMENTS (or the current directory if no path given).
First, load the game-qa skill to get the full testing patterns and fixtures.
package.json to identify the engine and dev server portvite.config.js for the server portsrc/main.js to check if window.__GAME__, window.__GAME_STATE__, window.__EVENT_BUS__ are exposedsrc/core/GameState.js to understand what state is availablesrc/core/EventBus.js to understand what events existsrc/core/Constants.js to understand game parameters (rates, speeds, durations, max values)design-brief.md if it exists — it documents expected mechanics, magnitudes, and win/lose reachabilitynpm install -D @playwright/test @axe-core/playwright && npx playwright install chromiumplaywright.config.js with the correct dev server port and webServer configwindow.__GAME__, window.__GAME_STATE__, window.__EVENT_BUS__, window.__EVENTS__ in src/main.js if not already presenttests/
├── e2e/
│ ├── game.spec.js
│ ├── visual.spec.js
│ └── perf.spec.js
├── fixtures/
│ └── game-test.js
└── helpers/
└── seed-random.js
test, test:ui, test:headed, test:update-snapshotsWrite tests based on what the game actually does:
Follow the game-qa skill patterns. Use gamePage fixture. Use page.evaluate() to read game state. Use page.keyboard.press() for input.
Add a test.describe('Design Intent') block to game.spec.js. These tests catch
mechanics that technically exist but are too weak to matter.
Lose condition: Detect deterministically whether the game has a lose state.
Read GameState.js — if it has a won, result, or similar boolean/enum
field, the game distinguishes win from loss. Also check render_game_to_text()
in main.js — if it returns distinct outcome modes (e.g., 'win' vs
'game_over'), the game has a lose state.
If a lose state exists: start the game, provide NO input, let it run to
completion (use page.waitForFunction with the round duration from
Constants.js). Assert the outcome is the losing one (e.g., won === false,
mode === 'game_over').
This assertion is non-negotiable. Do NOT write a test that passes when the player wins by doing nothing. If the current game behavior is "player wins with no input," that is a bug — write the test to catch it.
Opponent/AI pressure: If an AI-driven mechanic exists (auto-climbing bar,
enemy spawning, difficulty ramp), test that it produces substantial state
changes. Run the game for half its duration without player input. Assert the
opponent's state reaches at least 25% of its maximum. If design-brief.md
exists, use its expected magnitudes for thresholds. Otherwise, derive from
Constants.js: calculate rate * duration and assert it reaches meaningful
levels.
Win condition: Test that active player input leads to a win. Provide rapid input throughout the round and assert the outcome is a win.
Audit collision and interaction logic for asymmetries that would confuse a first-time player.
If design-brief.md has an "Entity Interactions" section, use it as the
checklist. Otherwise, audit GameScene.js directly:
// QA FLAG: asymmetric interaction
comment in the test file noting the entity name and the asymmetryThis is a flag, not a hard fail. Some asymmetries are intentional (e.g., hazards that only affect the player). The flag ensures the asymmetry is a conscious design choice, not an oversight.
npx playwright test to execute all testsnpx playwright test --update-snapshotsTell the user in plain English:
npm test (headless), npm run test:headed (see the browser), npm run test:ui (interactive dashboard)/qa-game examples/flappy-bird
Result: Installs Playwright → creates 15 tests (boot, scene transitions, input, scoring, restart, game-over, visual regression, FPS, load time) → generates tests/ directory with fixtures and helpers → all tests pass. Run npm test anytime after changes.
Tell the user:
Your game now has automated tests! Finally, run
/game-creator:review-gamefor a full architecture review — it checks your code structure, performance patterns, and gives you a score with specific improvement suggestions.Pipeline progress:
/make-game→/design-game→/add-audio→/qa-game→/review-game