← ClaudeAtlas

playtest-web2d-gamelisted

Use when verifying controls, rules, scene transitions, collisions, win/loss paths, restart behavior, HUD readability, responsive layout, or regressions in a browser-native 2D game.
44-99/Web2DKit · ★ 1 · Web & Frontend · score 74
Install: claude install-skill 44-99/Web2DKit
# Playtest a Web 2D Game Test two independent surfaces: structured gameplay truth and the player's visual experience. A passing screenshot cannot prove rules; passing state assertions cannot prove readability. ## Workflow 1. Call `web2d_project_inspect` and identify the start command, promised inputs, Bridge coverage, tests, and target viewports. 2. Start the game with the host Agent's terminal. Call `web2d_session_start` with a fixed seed and representative viewport. 3. Call `web2d_observe`. Stop if the state omits facts required to distinguish the claim being tested; add the smallest truthful adapter first. 4. Write one-purpose scenarios using [scenario design](references/scenario-design.md). Cover the main loop first, then failure/restart and changed behavior. 5. Use native `key` or `pointer` actions to test control wiring. Use `bridge` actions for deterministic domain setup or rule paths. Never let semantic dispatch become a substitute for testing promised controls. 6. Run `web2d_scenario_run`; inspect the exact failed step, actual value, and final state. Repeat with the same seed to detect uncontrolled time or randomness. 7. Use the host browser or capture capability for the checks in [visual quality](references/visual-quality.md): first playable screen, action feedback, HUD/playfield balance, overlays, resize, and relevant mobile states. 8. Call `web2d_quality_check`; review page exceptions, console errors, failed resources, Bridge readiness, and render surface separ