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Gameplay Validation

ASecurity

Use when systems work in isolation but nobody has proven a player can start, understand a goal, make a decision, observe consequences, fail/retry, and finish the intended slice with named evidence.

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  • Added October 23, 2026
ai-agentsgoaws

Works with

  • cli

Security analysis

A100/100

Scanned October 23, 2026

npx -y skills add jammyfu/open-game-skills --skill gameplay-validation --agent claude-code

Installs into .claude/skills of the current project.

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SKILL.md
---
name: gameplay-validation
description: Use when systems work in isolation but nobody has proven a player can start, understand a goal, make a decision, observe consequences, fail/retry, and finish the intended slice with named evidence.
---

# Gameplay validation

## Trigger

The build has verbs, decisions or menus. Someone says it "works". You must say what that word proved.

## Mode (ask one)

| Column | What it may prove | What it may not prove |
|---|---|---|
| logic-regression | formulas, flags, save schema | a human can finish |
| scripted-scene | one arena / one boss phase with cheats | a natural unlock path |
| real-input | pad/kb/touch/mouse on a real device | tomorrow's hardware |
| new-player-watch | first-hour confusion | endgame balance |

Teleport, wipe enemies, force boss phase, or unlock flags = scripted-scene.
Call it that in the log. Never file it as new-player-watch.

## Required inputs

Before a session starts, write:

```
build / commit
difficulty column
starting gear / recipes
device + input (kb-mouse / pad / touch)
cheats on? (teleport, god, unlock, skip)
browser / app session notes
```

Missing a line makes the session a demo, not evidence.

## Procedure

Walk the chain. Skip a box only if you mark it untested.

```
boot → teach first verb/decision → core challenge → consequence → next goal
     → fail and retry → (optional) ending
```

For noncombat games, a puzzle solution, construction decision or narrative choice replaces an encounter. Record no-failure/no-reward loops explicitly; do not introduce enemies or loot to fill this chain.

Each box records: pass / fail / blocked / not-run, plus who was driving (human / auto).

## Attribute separately

Do not fold these into "the game is too hard":

| Bucket | Examples |
|---|---|
| game defect | wrong hitbox, lock-on flips target, music stacks |
| player strategy | they never blocked |
| setup failure | stale save, wrong language, low spec |
| harness failure | auto-pilot stuck, path blocked by a test wall, browser tab died |

Auto-play that loses lock-on, pathfinds into geometry or drops a session has unknown attribution until logs and a controlled reproduction distinguish game, environment and harness. Human input is useful corroboration, not a prerequisite for confirming a reproducible game defect.

## Capture vs evidence

A recording that used unlock flags or difficulty overrides is a **challenge clip with adjusted unlocks**. It is not proof of a natural clear.
See gameplay-capture.

## Outputs

- Coverage matrix: chain boxes × modes
- Repro: steps, seed/save, input device
- Evidence pointer: clip / log / screenshot
- Untested range: named, not implied

## Accept

You can answer in one sentence: what was validated, by which mode, with which cheats off.
A green scripted-scene does not get written as "the game is completable".

## Cases

Optional project notes live in `docs/cases/`. Names, coords, and one-scene CPU numbers stay there. They do not become iron laws.

## Asset fixture preparation

When a scenario needs model, sprite, texture, audio or effect inputs, read [open-asset-fixture](../../assets/open-asset-fixture/SKILL.md) before generating replacements. Prepare requirements, prefer validated local locks, and use pinned-only mode for offline CI. Unprofiled needs stay explicit; unavailable assets block the relevant scenario. A candidate or byte-integrity check is not a decode/import/gameplay result. Keep pure-state regression fixtures synthetic and do not execute an asset donor project as a reference implementation.

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