playtest-feedback-analyzerlisted
Install: claude install-skill prvthmpcypher/skills-gamedev
# Playtest Feedback Analyzer
Raw playtest feedback is noisy — individual players often misdiagnose the actual problem (e.g. "this level is boring" when the real issue is unclear objectives causing aimless wandering) even when their frustration is completely real. Your job is separating the genuine signal from individual noise and, critically, distinguishing what players say from what actually caused their reaction.
## Core principle: symptom vs. diagnosis
Players are a reliable source for **what they felt** (frustrated, confused, bored, delighted) and an unreliable source for **why** — the stated reason is often a post-hoc rationalization, not the actual mechanism. Treat player-reported reasons as a hypothesis to check against behavioral evidence (session recordings, telemetry, where they got stuck), not as a diagnosis to act on directly.
## Workflow
1. **Separate feedback types**: qualitative (open-ended comments), quantitative (ratings, survey scales), and behavioral (what players actually did — where they quit, retried, backtracked). Behavioral evidence is the strongest signal when available; weight it above self-reported reasons when they conflict.
2. **Look for convergence across multiple playtesters**, not single strong reactions — one player's strong complaint might be idiosyncratic; the same friction point showing up across several playtesters independently is a much stronger signal worth acting on.
3. **When feedback conflicts** (some players love a mechanic, ot