@zigrivers/scaffold 3.4.1 → 3.5.0

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Files changed (194) hide show
  1. package/README.md +91 -0
  2. package/content/knowledge/game/game-accessibility.md +328 -0
  3. package/content/knowledge/game/game-ai-patterns.md +542 -0
  4. package/content/knowledge/game/game-asset-pipeline.md +359 -0
  5. package/content/knowledge/game/game-audio-design.md +342 -0
  6. package/content/knowledge/game/game-binary-vcs-strategy.md +396 -0
  7. package/content/knowledge/game/game-design-document.md +260 -0
  8. package/content/knowledge/game/game-domain-patterns.md +297 -0
  9. package/content/knowledge/game/game-economy-design.md +355 -0
  10. package/content/knowledge/game/game-engine-selection.md +242 -0
  11. package/content/knowledge/game/game-input-systems.md +357 -0
  12. package/content/knowledge/game/game-level-content-design.md +455 -0
  13. package/content/knowledge/game/game-liveops-analytics.md +280 -0
  14. package/content/knowledge/game/game-localization.md +323 -0
  15. package/content/knowledge/game/game-milestone-definitions.md +337 -0
  16. package/content/knowledge/game/game-modding-ugc.md +390 -0
  17. package/content/knowledge/game/game-narrative-design.md +404 -0
  18. package/content/knowledge/game/game-networking.md +391 -0
  19. package/content/knowledge/game/game-performance-budgeting.md +378 -0
  20. package/content/knowledge/game/game-platform-certification.md +417 -0
  21. package/content/knowledge/game/game-project-structure.md +360 -0
  22. package/content/knowledge/game/game-save-systems.md +452 -0
  23. package/content/knowledge/game/game-testing-strategy.md +470 -0
  24. package/content/knowledge/game/game-ui-patterns.md +475 -0
  25. package/content/knowledge/game/game-vr-ar-design.md +313 -0
  26. package/content/knowledge/review/review-art-bible.md +305 -0
  27. package/content/knowledge/review/review-game-design.md +303 -0
  28. package/content/knowledge/review/review-game-economy.md +272 -0
  29. package/content/knowledge/review/review-netcode.md +280 -0
  30. package/content/knowledge/review/review-platform-cert.md +341 -0
  31. package/content/methodology/custom-defaults.yml +25 -0
  32. package/content/methodology/deep.yml +25 -0
  33. package/content/methodology/game-overlay.yml +145 -0
  34. package/content/methodology/mvp.yml +25 -0
  35. package/content/pipeline/architecture/ai-behavior-design.md +87 -0
  36. package/content/pipeline/architecture/netcode-spec.md +86 -0
  37. package/content/pipeline/architecture/review-netcode.md +78 -0
  38. package/content/pipeline/foundation/performance-budgets.md +91 -0
  39. package/content/pipeline/modeling/narrative-bible.md +84 -0
  40. package/content/pipeline/pre/game-design-document.md +89 -0
  41. package/content/pipeline/pre/review-gdd.md +74 -0
  42. package/content/pipeline/quality/analytics-telemetry.md +98 -0
  43. package/content/pipeline/quality/live-ops-plan.md +99 -0
  44. package/content/pipeline/quality/platform-cert-prep.md +129 -0
  45. package/content/pipeline/quality/playtest-plan.md +83 -0
  46. package/content/pipeline/specification/art-bible.md +87 -0
  47. package/content/pipeline/specification/audio-design.md +96 -0
  48. package/content/pipeline/specification/content-structure-design.md +141 -0
  49. package/content/pipeline/specification/economy-design.md +104 -0
  50. package/content/pipeline/specification/game-accessibility.md +82 -0
  51. package/content/pipeline/specification/game-ui-spec.md +97 -0
  52. package/content/pipeline/specification/input-controls-spec.md +81 -0
  53. package/content/pipeline/specification/localization-plan.md +113 -0
  54. package/content/pipeline/specification/modding-ugc-spec.md +116 -0
  55. package/content/pipeline/specification/online-services-spec.md +104 -0
  56. package/content/pipeline/specification/review-economy.md +87 -0
  57. package/content/pipeline/specification/review-game-ui.md +73 -0
  58. package/content/pipeline/specification/save-system-spec.md +116 -0
  59. package/dist/cli/commands/adopt.d.ts.map +1 -1
  60. package/dist/cli/commands/adopt.js +25 -0
  61. package/dist/cli/commands/adopt.js.map +1 -1
  62. package/dist/cli/commands/adopt.test.js +28 -1
  63. package/dist/cli/commands/adopt.test.js.map +1 -1
  64. package/dist/cli/commands/build.test.js +3 -0
  65. package/dist/cli/commands/build.test.js.map +1 -1
  66. package/dist/cli/commands/init.d.ts +1 -0
  67. package/dist/cli/commands/init.d.ts.map +1 -1
  68. package/dist/cli/commands/init.js +6 -0
  69. package/dist/cli/commands/init.js.map +1 -1
  70. package/dist/cli/commands/init.test.js +12 -1
  71. package/dist/cli/commands/init.test.js.map +1 -1
  72. package/dist/cli/commands/knowledge.test.js +8 -0
  73. package/dist/cli/commands/knowledge.test.js.map +1 -1
  74. package/dist/cli/commands/next.d.ts.map +1 -1
  75. package/dist/cli/commands/next.js +19 -5
  76. package/dist/cli/commands/next.js.map +1 -1
  77. package/dist/cli/commands/next.test.js +56 -0
  78. package/dist/cli/commands/next.test.js.map +1 -1
  79. package/dist/cli/commands/rework.d.ts.map +1 -1
  80. package/dist/cli/commands/rework.js +11 -2
  81. package/dist/cli/commands/rework.js.map +1 -1
  82. package/dist/cli/commands/rework.test.js +5 -0
  83. package/dist/cli/commands/rework.test.js.map +1 -1
  84. package/dist/cli/commands/run.d.ts.map +1 -1
  85. package/dist/cli/commands/run.js +54 -4
  86. package/dist/cli/commands/run.js.map +1 -1
  87. package/dist/cli/commands/run.test.js +384 -0
  88. package/dist/cli/commands/run.test.js.map +1 -1
  89. package/dist/cli/commands/skip.test.js +3 -0
  90. package/dist/cli/commands/skip.test.js.map +1 -1
  91. package/dist/cli/commands/status.d.ts.map +1 -1
  92. package/dist/cli/commands/status.js +16 -3
  93. package/dist/cli/commands/status.js.map +1 -1
  94. package/dist/cli/commands/status.test.js +55 -0
  95. package/dist/cli/commands/status.test.js.map +1 -1
  96. package/dist/cli/output/auto.d.ts +3 -0
  97. package/dist/cli/output/auto.d.ts.map +1 -1
  98. package/dist/cli/output/auto.js +9 -0
  99. package/dist/cli/output/auto.js.map +1 -1
  100. package/dist/cli/output/context.d.ts +6 -0
  101. package/dist/cli/output/context.d.ts.map +1 -1
  102. package/dist/cli/output/context.js.map +1 -1
  103. package/dist/cli/output/context.test.js +87 -0
  104. package/dist/cli/output/context.test.js.map +1 -1
  105. package/dist/cli/output/error-display.test.js +3 -0
  106. package/dist/cli/output/error-display.test.js.map +1 -1
  107. package/dist/cli/output/interactive.d.ts +3 -0
  108. package/dist/cli/output/interactive.d.ts.map +1 -1
  109. package/dist/cli/output/interactive.js +76 -0
  110. package/dist/cli/output/interactive.js.map +1 -1
  111. package/dist/cli/output/json.d.ts +3 -0
  112. package/dist/cli/output/json.d.ts.map +1 -1
  113. package/dist/cli/output/json.js +9 -0
  114. package/dist/cli/output/json.js.map +1 -1
  115. package/dist/config/loader.d.ts.map +1 -1
  116. package/dist/config/loader.js +3 -2
  117. package/dist/config/loader.js.map +1 -1
  118. package/dist/config/schema.d.ts +641 -15
  119. package/dist/config/schema.d.ts.map +1 -1
  120. package/dist/config/schema.js +26 -1
  121. package/dist/config/schema.js.map +1 -1
  122. package/dist/config/schema.test.js +192 -1
  123. package/dist/config/schema.test.js.map +1 -1
  124. package/dist/core/assembly/overlay-loader.d.ts +24 -0
  125. package/dist/core/assembly/overlay-loader.d.ts.map +1 -0
  126. package/dist/core/assembly/overlay-loader.js +190 -0
  127. package/dist/core/assembly/overlay-loader.js.map +1 -0
  128. package/dist/core/assembly/overlay-loader.test.d.ts +2 -0
  129. package/dist/core/assembly/overlay-loader.test.d.ts.map +1 -0
  130. package/dist/core/assembly/overlay-loader.test.js +106 -0
  131. package/dist/core/assembly/overlay-loader.test.js.map +1 -0
  132. package/dist/core/assembly/overlay-resolver.d.ts +15 -0
  133. package/dist/core/assembly/overlay-resolver.d.ts.map +1 -0
  134. package/dist/core/assembly/overlay-resolver.js +58 -0
  135. package/dist/core/assembly/overlay-resolver.js.map +1 -0
  136. package/dist/core/assembly/overlay-resolver.test.d.ts +2 -0
  137. package/dist/core/assembly/overlay-resolver.test.d.ts.map +1 -0
  138. package/dist/core/assembly/overlay-resolver.test.js +246 -0
  139. package/dist/core/assembly/overlay-resolver.test.js.map +1 -0
  140. package/dist/core/assembly/overlay-state-resolver.d.ts +26 -0
  141. package/dist/core/assembly/overlay-state-resolver.d.ts.map +1 -0
  142. package/dist/core/assembly/overlay-state-resolver.js +63 -0
  143. package/dist/core/assembly/overlay-state-resolver.js.map +1 -0
  144. package/dist/core/assembly/overlay-state-resolver.test.d.ts +2 -0
  145. package/dist/core/assembly/overlay-state-resolver.test.d.ts.map +1 -0
  146. package/dist/core/assembly/overlay-state-resolver.test.js +256 -0
  147. package/dist/core/assembly/overlay-state-resolver.test.js.map +1 -0
  148. package/dist/core/assembly/preset-loader.d.ts +1 -0
  149. package/dist/core/assembly/preset-loader.d.ts.map +1 -1
  150. package/dist/core/assembly/preset-loader.js +2 -0
  151. package/dist/core/assembly/preset-loader.js.map +1 -1
  152. package/dist/core/dependency/eligibility.test.js +3 -0
  153. package/dist/core/dependency/eligibility.test.js.map +1 -1
  154. package/dist/e2e/game-pipeline.test.d.ts +10 -0
  155. package/dist/e2e/game-pipeline.test.d.ts.map +1 -0
  156. package/dist/e2e/game-pipeline.test.js +298 -0
  157. package/dist/e2e/game-pipeline.test.js.map +1 -0
  158. package/dist/e2e/init.test.js +3 -0
  159. package/dist/e2e/init.test.js.map +1 -1
  160. package/dist/project/adopt.d.ts +3 -1
  161. package/dist/project/adopt.d.ts.map +1 -1
  162. package/dist/project/adopt.js +29 -1
  163. package/dist/project/adopt.js.map +1 -1
  164. package/dist/project/adopt.test.js +51 -1
  165. package/dist/project/adopt.test.js.map +1 -1
  166. package/dist/types/config.d.ts +50 -4
  167. package/dist/types/config.d.ts.map +1 -1
  168. package/dist/types/config.test.d.ts +2 -0
  169. package/dist/types/config.test.d.ts.map +1 -0
  170. package/dist/types/config.test.js +97 -0
  171. package/dist/types/config.test.js.map +1 -0
  172. package/dist/utils/eligible.d.ts +3 -2
  173. package/dist/utils/eligible.d.ts.map +1 -1
  174. package/dist/utils/eligible.js +18 -4
  175. package/dist/utils/eligible.js.map +1 -1
  176. package/dist/utils/errors.d.ts +4 -0
  177. package/dist/utils/errors.d.ts.map +1 -1
  178. package/dist/utils/errors.js +31 -0
  179. package/dist/utils/errors.js.map +1 -1
  180. package/dist/utils/errors.test.js +4 -1
  181. package/dist/utils/errors.test.js.map +1 -1
  182. package/dist/wizard/questions.d.ts +4 -0
  183. package/dist/wizard/questions.d.ts.map +1 -1
  184. package/dist/wizard/questions.js +59 -1
  185. package/dist/wizard/questions.js.map +1 -1
  186. package/dist/wizard/questions.test.js +178 -4
  187. package/dist/wizard/questions.test.js.map +1 -1
  188. package/dist/wizard/wizard.d.ts +1 -0
  189. package/dist/wizard/wizard.d.ts.map +1 -1
  190. package/dist/wizard/wizard.js +4 -1
  191. package/dist/wizard/wizard.js.map +1 -1
  192. package/dist/wizard/wizard.test.js +102 -4
  193. package/dist/wizard/wizard.test.js.map +1 -1
  194. package/package.json +1 -1
@@ -0,0 +1,89 @@
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+ ---
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+ name: game-design-document
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+ description: Create game design document with pillars, core loop, mechanics, progression, and world overview
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+ summary: "Transforms PRD product requirements into a game design bible covering game pillars, core gameplay loop, mechanics catalog, progression systems, and game world overview. Review step validates pillar coherence and mechanic clarity."
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+ phase: "pre"
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+ order: 115
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+ dependencies: [review-prd]
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+ outputs: [docs/game-design.md]
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+ conditional: null
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+ reads: [create-vision, create-prd]
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+ knowledge-base: [game-design-document, game-milestone-definitions, game-domain-patterns, game-engine-selection, game-project-structure]
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+ ---
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+
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+ ## Purpose
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+ Transform the PRD into a Game Design Document (GDD) that defines the game's
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+ identity through design pillars, core gameplay loop, mechanics catalog,
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+ progression systems, and game world overview. The GDD is the authoritative
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+ source of truth for what the game is, how it plays, and why its systems exist.
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+ This step focuses on gameplay systems — art direction, audio design, and
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+ narrative detail are covered by separate downstream steps.
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+
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+ ## Inputs
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+ - docs/plan.md (required) — PRD with features, personas, and requirements
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+ - docs/vision.md (optional) — vision document for strategic alignment
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+ - docs/user-stories.md (optional) — user stories for behavioral context
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+
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+ ## Expected Outputs
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+ - docs/game-design.md — Game design document covering pillars, core loop,
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+ mechanics, progression, and world overview
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+
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+ ## Quality Criteria
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+ - (mvp) Game pillars are phrased as "X over Y" tradeoffs that constrain decisions — each pillar excludes at least one plausible mechanic
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+ - (mvp) Core loop is closed: engage -> challenge -> reward -> repeat with no dead ends where the player has nothing meaningful to do next
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+ - (mvp) Every mechanic is documented with inputs, rules, outputs, and feedback — precise enough for an engineer to implement without guessing
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+ - (mvp) Game modes and win/fail states are defined
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+ - (mvp) Camera model is documented (perspective, movement constraints, zoom range)
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+ - (deep) Mechanics include numeric ranges, state transitions, and edge cases
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+ - (deep) Progression systems define XP/level curves or equivalent with explicit formulas
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+ - (deep) Achievements/trophies schema is present with unlock conditions
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+ - (deep) Competitive analysis references specific titles and structural differentiation
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+
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+ ## Methodology Scaling
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+ - **deep**: Full GDD bible. Design pillars with exclusion rationale, multi-tier
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+ core loop (moment-to-moment, session, metagame), complete mechanics catalog
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+ with numeric specifications, progression curves with formulas, world overview,
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+ game modes, competitive analysis, achievements schema. 20-40 pages.
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+ - **mvp**: Pillars + core loop + key mechanics. Enough to start prototyping.
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+ 2-3 pages.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: Pillars and core loop only. 1-2 pages. Enough to validate the game concept.
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+ - Depth 2: Pillars, core loop, and key mechanics with inputs/rules/outputs. 2-3 pages.
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+ - Depth 3: Add progression systems, world overview, game modes, win/fail states, camera model. 5-10 pages.
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+ - Depth 4: Full mechanics catalog with numeric specs, competitive analysis with named titles, achievements schema, multi-model review of pillar coherence. 15-25 pages.
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+ - Depth 5: Complete GDD bible — all of depth 4 plus systems interaction matrix, difficulty scaling formulas, content volume estimates, and separate reference files for complex subsystems. 25-40 pages.
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+
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+ ## Mode Detection
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+ If docs/game-design.md exists, operate in update mode: read existing content,
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+ identify what has changed or been learned since it was written, propose targeted
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+ updates. Preserve existing design pillars and mechanic definitions unless
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+ explicitly revisiting them.
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+
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+ ## Update Mode Specifics
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+ - **Detect prior artifact**: docs/game-design.md exists
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+ - **Preserve**: design pillars, existing mechanic definitions, core loop
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+ structure, progression formulas, and enhancement markers
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+ (`<!-- enhancement: ... -->`) unless user explicitly requests changes
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+ - **Triggers for update**: PRD features added or changed, playtest feedback
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+ received, scope adjustment requested, new mechanics needed for user stories
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+ - **Conflict resolution**: new mechanics are appended to the catalog with clear
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+ versioning; changed mechanics document the rationale for change and impact on
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+ dependent systems
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+
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+ ### Understand the Design Context
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+
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+ **If `docs/vision.md` exists**: Read it completely. The vision establishes the
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+ player experience, target audience, and guiding principles. Ensure every pillar
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+ and mechanic aligns with the stated vision. Reference the vision when making
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+ tradeoff decisions.
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+
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+ **If `docs/plan.md` exists**: Read it completely. The PRD defines features,
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+ personas, and requirements. Every PRD feature should trace to at least one
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+ mechanic in the GDD. Personas inform the target player profile and skill
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+ assumptions.
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+
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+ **Discovery questions** (ask if context is insufficient):
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+ - What is the core fantasy — what does the player get to be or do that they cannot in real life?
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+ - What is the primary interaction verb (shoot, build, solve, explore, manage)?
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+ - What makes a play session feel complete — what is the natural stopping point?
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+ - What existing games are closest to your vision, and where does this game diverge?
@@ -0,0 +1,74 @@
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+ ---
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+ name: review-gdd
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+ description: Multi-pass review of game design document for pillar coherence, mechanic clarity, and scope feasibility
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+ summary: "Stress-tests the GDD through multiple review passes checking pillar coherence, core loop closure, mechanic implementability, progression feasibility, scope assessment, and downstream readiness for user stories."
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+ phase: "pre"
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+ order: 116
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+ dependencies: [game-design-document]
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+ outputs: [docs/reviews/pre-review-gdd.md, docs/reviews/gdd/review-summary.md, docs/reviews/gdd/codex-review.json, docs/reviews/gdd/gemini-review.json]
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+ conditional: null
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+ reads: []
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+ knowledge-base: [review-methodology, review-game-design, review-step-template, multi-model-review-dispatch]
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+ ---
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+
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+ ## Purpose
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+ Deep multi-pass review of the Game Design Document, targeting the specific
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+ failure modes of game design artifacts. Identify issues with pillar coherence,
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+ core loop closure, mechanic ambiguity, progression feasibility, scope reality,
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+ competitive differentiation, and systems interactions. Create a fix plan,
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+ execute fixes, and re-validate. Ensures the GDD is implementable, internally
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+ consistent, and ready for downstream consumption by user stories, architecture,
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+ and art/audio specifications.
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+
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+ At depth 4+, dispatches to external AI models (Codex, Gemini) for
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+ independent review validation.
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+
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+ ## Inputs
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+ - docs/game-design.md (required) — GDD to review
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+ - docs/plan.md (required) — PRD for cross-referencing features and scope
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+ - docs/reviews/gdd/ artifacts (optional) — prior review findings in update mode
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+
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+ ## Expected Outputs
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+ - docs/reviews/pre-review-gdd.md — review findings, fix plan, and resolution log
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+ - docs/game-design.md — updated with fixes
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+ - docs/reviews/gdd/review-summary.md (depth 4+) — multi-model review synthesis
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+ - docs/reviews/gdd/codex-review.json (depth 4+, if available) — raw Codex findings
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+ - docs/reviews/gdd/gemini-review.json (depth 4+, if available) — raw Gemini findings
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+
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+ ## Quality Criteria
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+ - (mvp) Passes 1-2 executed with findings documented (Pillar Coherence, Core Loop Closure)
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+ - (deep) All 7 review passes executed with findings documented
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+ - (mvp) Every finding categorized by severity: P0 = Breaks downstream work. P1 = Prevents quality milestone. P2 = Known tech debt. P3 = Polish.
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+ - (mvp) Fix plan created for P0 and P1 findings
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+ - (mvp) Fixes applied and re-validated
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+ - (mvp) Downstream readiness confirmed (user stories and architecture can proceed)
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+ - (depth 4+) Multi-model findings synthesized: Consensus (all models agree), Majority (2+ models agree), or Divergent (models disagree — present to user for decision)
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+
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+ ## Methodology Scaling
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+ - **deep**: All 7 review passes from the knowledge base (Pillar Coherence, Core
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+ Loop Closure, Mechanic Ambiguity Detection, Progression Curve Feasibility,
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+ Scope vs Reality Check, Competitive Differentiation, Systems Interaction
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+ Audit). Full findings report with severity categorization. Fixes applied and
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+ re-validated. Multi-model review dispatched to Codex and Gemini if available,
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+ with graceful fallback to Claude-only enhanced review.
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+ - **mvp**: Passes 1-2 only (Pillar Coherence, Core Loop Closure). Focus on
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+ blocking gaps — pillars that do not constrain and loops that do not close.
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+ - **custom:depth(1-5)**:
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+ - Depth 1: Pass 1 only (Pillar Coherence). One review pass.
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+ - Depth 2: Passes 1-2 (Pillar Coherence, Core Loop Closure). Two review passes.
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+ - Depth 3: Passes 1-4 (add Mechanic Ambiguity Detection, Progression Curve Feasibility). Four review passes.
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+ - Depth 4: All 7 passes + one external model review (if CLI available).
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+ - Depth 5: All 7 passes + multi-model review with reconciliation.
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+
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+ ## Mode Detection
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+ If docs/reviews/pre-review-gdd.md exists, this is a re-review. Read previous
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+ findings, check which were addressed, run review passes again on updated GDD.
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+ If multi-model review artifacts exist under docs/reviews/gdd/, preserve prior
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+ findings still valid.
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+
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+ ## Update Mode Specifics
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+
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+ - **Detect**: `docs/reviews/pre-review-gdd.md` exists with tracking comment
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+ - **Preserve**: Prior findings still valid, resolution decisions, multi-model review artifacts
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+ - **Triggers**: Upstream artifact changed since last review (compare tracking comment dates)
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+ - **Conflict resolution**: Previously resolved findings reappearing = regression; flag and re-evaluate
@@ -0,0 +1,98 @@
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+ ---
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+ name: analytics-telemetry
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+ description: Define event taxonomy, crash telemetry, KPI funnels, data pipeline, and privacy compliance for game analytics
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+ summary: "Defines the game analytics layer — event taxonomy with schema versioning, crash telemetry for all games, expanded KPIs and funnels for live-service, data pipeline architecture, offline buffering, and privacy compliance (GDPR/COPPA)."
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+ phase: "quality"
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+ order: 962
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+ dependencies: [game-design-document]
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+ outputs: [docs/analytics-plan.md]
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+ conditional: null
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+ reads: [system-architecture, operations, economy-design]
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+ knowledge-base: [game-liveops-analytics]
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+ ---
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+
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+ ## Purpose
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+ Define the analytics and telemetry strategy that provides data-driven insight
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+ into player behavior, game health, and business performance. Analytics exists on
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+ a spectrum: every game needs crash telemetry and basic session tracking, while
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+ live-service games need full KPI dashboards, funnel analysis, A/B testing
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+ infrastructure, and real-time alerting.
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+
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+ This plan establishes a structured event taxonomy — a shared vocabulary of
22
+ named events with versioned schemas — so that every system emitting telemetry
23
+ uses consistent event names, payload shapes, and semantic conventions. Without
24
+ a taxonomy, analytics data becomes a disorganized collection of ad-hoc events
25
+ that analysts cannot reliably query.
26
+
27
+ The plan also addresses the data pipeline end-to-end: client-side event
28
+ buffering (critical for mobile and offline scenarios), transport and ingestion,
29
+ storage and querying, and privacy compliance. GDPR consent flows, COPPA
30
+ age-gating, and data retention policies must be designed into the telemetry
31
+ system — not retrofitted after launch.
32
+
33
+ ## Inputs
34
+ - docs/game-design.md (required) — core loop, progression, monetization model informing which events to track
35
+ - docs/plan.md (required) — target platforms, target markets (privacy jurisdiction), business model
36
+ - docs/system-architecture.md (optional, forward-read) — backend service topology for data pipeline integration
37
+ - docs/operations-runbook.md (optional, forward-read) — monitoring and alerting infrastructure to extend
38
+ - docs/economy-design.md (optional, forward-read) — transaction events, currency flow metrics, monetization KPIs
39
+
40
+ ## Expected Outputs
41
+ - docs/analytics-plan.md — event taxonomy, crash telemetry specification, KPI
42
+ definitions, data pipeline architecture, offline buffering strategy, QA
43
+ validation plan, and privacy compliance
44
+
45
+ ## Quality Criteria
46
+ - (mvp) Event taxonomy defined: hierarchical naming convention (category.action.label), payload schema per event, schema version field for forward compatibility
47
+ - (mvp) Crash telemetry specified for all platforms: crash report collection (stack traces, device info, game state snapshot), symbolication pipeline, crash-free session rate target
48
+ - (mvp) Session tracking: session start/end events, session duration, platform and device metadata, build version
49
+ - (mvp) QA validation plan: how to verify events fire correctly (debug overlay, event log viewer, automated event assertion tests), schema validation at ingestion
50
+ - (mvp) Privacy compliance: GDPR consent flow (opt-in before tracking in EU), COPPA handling (no PII collection for under-13), data retention policy with deletion capability
51
+ - (deep) KPI definitions for live-service: DAU/MAU, retention (D1/D7/D30), session length distribution, revenue per user (ARPU/ARPPU), conversion funnel stages
52
+ - (deep) Funnel analysis: player progression funnel (tutorial → first session → core loop engagement → retention), monetization funnel (browse → view item → purchase → repeat purchase), churn prediction signals
53
+ - (deep) A/B testing infrastructure: experiment assignment, variant tracking, statistical significance methodology, guardrail metrics that halt experiments
54
+ - (deep) Data pipeline architecture: client-side batching and offline buffering (queue events when offline, flush on reconnect with deduplication), transport (HTTPS batch POST with retry), ingestion service, storage (event warehouse), query layer
55
+ - (deep) Real-time alerting: crash rate spike detection, revenue anomaly detection, concurrent player count monitoring, automated incident creation from telemetry thresholds
56
+
57
+ ### Live-Service Conditional Sections
58
+ When the game includes live-service elements (battle passes, seasonal content,
59
+ live events, real-money monetization), the analytics plan expands to include:
60
+ - Economy health metrics: currency inflation rate, sink/faucet ratio tracking, whale concentration index
61
+ - Content engagement metrics: event participation rate, content completion rate, seasonal retention lift
62
+ - Matchmaking quality metrics: queue times, skill rating accuracy, match satisfaction survey correlation
63
+
64
+ ## Methodology Scaling
65
+ - **deep**: Full analytics plan with comprehensive event taxonomy, crash
66
+ telemetry, live-service KPI suite, funnel analysis, A/B testing
67
+ infrastructure, data pipeline architecture with offline buffering, real-time
68
+ alerting, and privacy compliance per jurisdiction. 15-25 pages.
69
+ - **mvp**: Event taxonomy, crash telemetry, session tracking, QA validation
70
+ plan, and privacy compliance essentials. 4-8 pages.
71
+ - **custom:depth(1-5)**:
72
+ - Depth 1: crash telemetry and session tracking with basic event naming convention.
73
+ - Depth 2: add structured event taxonomy with schema versioning and privacy compliance.
74
+ - Depth 3: add KPI definitions, progression funnel, QA validation plan, and offline buffering strategy.
75
+ - Depth 4: add A/B testing infrastructure, data pipeline architecture, monetization funnel, and real-time alerting.
76
+ - Depth 5: full specification with economy health metrics, matchmaking quality metrics, churn prediction, and multi-jurisdiction privacy compliance.
77
+
78
+ ## Mode Detection
79
+ Check for docs/analytics-plan.md. If it exists, operate in update mode: read
80
+ existing plan and diff against current GDD features and system architecture.
81
+ Preserve existing event taxonomy entries, KPI definitions, and privacy
82
+ compliance decisions. Add events for new gameplay systems. Update pipeline
83
+ architecture if system-architecture changed backend topology.
84
+
85
+ ## Update Mode Specifics
86
+ - **Detect prior artifact**: docs/analytics-plan.md exists
87
+ - **Preserve**: event taxonomy entries (never rename events that may already be
88
+ in production), KPI definitions and thresholds, privacy compliance decisions,
89
+ crash telemetry configuration, data retention policy
90
+ - **Triggers for update**: GDD added new gameplay systems (new events needed),
91
+ system architecture changed backend topology (pipeline integration needs
92
+ updating), economy design added new transaction types (new monetization
93
+ events), target markets changed (new privacy jurisdictions), operations
94
+ runbook changed monitoring infrastructure
95
+ - **Conflict resolution**: if a new feature requires an event name that
96
+ conflicts with an existing taxonomy entry, version the new event rather than
97
+ renaming the existing one; never break backward compatibility of event
98
+ schemas already in production
@@ -0,0 +1,99 @@
1
+ ---
2
+ name: live-ops-plan
3
+ description: Plan content cadence, event systems, hotfix deployment, maintenance windows, and content update pipeline
4
+ summary: "Plans the live operations strategy — content cadence aligned to player retention, event system design, hotfix deployment procedures, maintenance windows, and the content update pipeline from creation through certification to release."
5
+ phase: "quality"
6
+ order: 963
7
+ dependencies: [game-design-document, analytics-telemetry]
8
+ outputs: [docs/live-ops-plan.md]
9
+ conditional: "if-needed"
10
+ reads: [operations]
11
+ knowledge-base: [game-liveops-analytics]
12
+ ---
13
+
14
+ ## Purpose
15
+ Define the live operations strategy that sustains the game after launch. Live
16
+ ops is the practice of operating a game as a service — delivering regular
17
+ content updates, running time-limited events, deploying hotfixes without
18
+ extended downtime, and using analytics data to inform the content roadmap.
19
+
20
+ This plan bridges the gap between development (building the game) and
21
+ operations (running the game). It requires input from game design (what
22
+ content to deliver), analytics (which metrics indicate health), and
23
+ infrastructure (how to deploy updates safely). Without a live-ops plan,
24
+ post-launch content delivery becomes reactive and ad-hoc, leading to player
25
+ churn and operational incidents.
26
+
27
+ The plan covers five areas: content cadence (what ships and when), event
28
+ system design (how time-limited events are authored, scheduled, and
29
+ delivered), hotfix deployment (how to ship critical fixes outside the regular
30
+ cadence), maintenance windows (how to communicate and execute downtime), and
31
+ the content update pipeline (the workflow from content creation through QA,
32
+ certification, staging, and release).
33
+
34
+ ## Conditional Evaluation
35
+ Enable when: the project configuration `onlineServices` includes `live-ops`,
36
+ or the GDD describes any of the following — seasonal content drops, battle
37
+ passes, live events, post-launch content roadmap, games-as-a-service model,
38
+ regular content updates, or any ongoing content delivery after initial release.
39
+
40
+ Skip when: the game is a ship-and-done product with no planned post-launch
41
+ content updates — premium single-player titles, arcade games, or any project
42
+ where the launch build is the final build (aside from bug-fix patches).
43
+
44
+ ## Inputs
45
+ - docs/game-design.md (required) — content types, event mechanics, seasonal structure
46
+ - docs/analytics-plan.md (required) — KPIs that drive live-ops decisions, player retention metrics
47
+ - docs/plan.md (required) — launch timeline, post-launch support commitment
48
+ - docs/operations-runbook.md (optional, forward-read) — deployment pipeline, rollback procedures, monitoring infrastructure
49
+
50
+ ## Expected Outputs
51
+ - docs/live-ops-plan.md — content cadence, event system design, hotfix
52
+ deployment procedures, maintenance windows, and content update pipeline
53
+
54
+ ## Quality Criteria
55
+ - (mvp) Content cadence defined: update frequency (weekly/biweekly/seasonal), content types per cadence tier (minor balance patches vs. major content drops), and target release day/time
56
+ - (mvp) Event system design: how time-limited events are authored (data-driven, not code-driven), event lifecycle (announcement → active → wind-down → rewards), event scheduling (calendar-based with remote config)
57
+ - (mvp) Hotfix deployment procedure: criteria for emergency hotfix (severity classification), approval chain, deployment steps, rollback trigger, player communication template
58
+ - (mvp) Maintenance window policy: scheduled maintenance cadence, advance notice period, expected duration, communication channels (in-game, social media, status page)
59
+ - (deep) Content update pipeline: creation (design + art + engineering) → internal QA → playtest → certification (if console) → staging → canary release → full rollout → post-release monitoring
60
+ - (deep) Content versioning and compatibility: how clients handle version mismatches, forced update vs. graceful degradation, asset bundle versioning for hot-loaded content
61
+ - (deep) Live-ops calendar: quarterly content roadmap template with theme, headline feature, supporting events, and target retention metric per update
62
+ - (deep) Feature flag and remote config integration: how live-ops uses feature flags for gradual rollout, kill switches for broken features, A/B testing for content variants
63
+ - (deep) Incident response for live-ops: when a content update causes issues (broken economy, exploitable event, server instability), escalation path, rollback decision tree, and player compensation policy
64
+
65
+ ## Methodology Scaling
66
+ - **deep**: Full live-ops plan with quarterly content calendar, event system
67
+ architecture, content update pipeline with certification gates, hotfix
68
+ procedures with severity classification, maintenance window policy, feature
69
+ flag integration, live-ops incident response, and player compensation
70
+ framework. 15-25 pages.
71
+ - **mvp**: Content cadence, basic event system design, hotfix deployment
72
+ procedure, and maintenance window policy. 4-8 pages.
73
+ - **custom:depth(1-5)**:
74
+ - Depth 1: content update frequency and basic hotfix deployment procedure.
75
+ - Depth 2: add event system design and maintenance window policy.
76
+ - Depth 3: add content update pipeline, content versioning strategy, and live-ops calendar template.
77
+ - Depth 4: add feature flag integration, incident response for live-ops, and certification gates in content pipeline.
78
+ - Depth 5: full plan with player compensation framework, A/B testing for content variants, retention-driven content prioritization, and cross-platform content delivery synchronization.
79
+
80
+ ## Mode Detection
81
+ Check for docs/live-ops-plan.md. If it exists, operate in update mode: read
82
+ existing plan and diff against current GDD content plans and analytics KPIs.
83
+ Preserve existing content cadence, event system design, and hotfix procedures.
84
+ Update pipeline stages if operations runbook changed deployment infrastructure.
85
+ Add new event types if GDD expanded seasonal content.
86
+
87
+ ## Update Mode Specifics
88
+ - **Detect prior artifact**: docs/live-ops-plan.md exists
89
+ - **Preserve**: content cadence and release schedule, event system design,
90
+ hotfix deployment procedures, maintenance window policy, live-ops calendar
91
+ entries, player compensation precedents
92
+ - **Triggers for update**: GDD added new content types or event mechanics,
93
+ analytics plan changed KPIs that drive content decisions, operations runbook
94
+ changed deployment pipeline, target platforms changed (new certification
95
+ requirements in content pipeline)
96
+ - **Conflict resolution**: if content cadence changes conflict with
97
+ certification timelines (e.g., weekly updates impossible with console cert
98
+ turnaround), document the constraint and propose a cadence that accommodates
99
+ all target platforms; never promise a cadence the pipeline cannot sustain
@@ -0,0 +1,129 @@
1
+ ---
2
+ name: platform-cert-prep
3
+ description: Per-platform certification checklists for console, mobile, VR/AR, and PC storefronts
4
+ summary: "Prepares platform certification checklists — Sony TRC, Microsoft XR, Nintendo Lotcheck, App Store, Google Play, Steam Deck compatibility — covering sign-in/out, entitlements, achievements, parental controls, ratings, controller disconnect, suspend/resume, and error messages."
5
+ phase: "quality"
6
+ order: 964
7
+ dependencies: [game-accessibility, performance-budgets, game-ui-spec, input-controls-spec]
8
+ outputs: [docs/platform-cert-checklist.md]
9
+ conditional: "if-needed"
10
+ reads: [save-system-spec, netcode-spec, audio-design, localization-plan, online-services-spec, modding-ugc-spec]
11
+ knowledge-base: [game-platform-certification, review-platform-cert, game-vr-ar-design]
12
+ ---
13
+
14
+ ## Purpose
15
+ Prepare per-platform certification checklists that ensure the game passes
16
+ first-party submission requirements on every target platform. Platform
17
+ certification (also called Technical Requirements Checklists, or TRCs) is the
18
+ mandatory review process that console manufacturers, mobile storefronts, and
19
+ VR/AR platforms require before a title can be published. Failing certification
20
+ delays launch by weeks or months.
21
+
22
+ Each platform has unique requirements that touch nearly every system in the
23
+ game: user account sign-in/out flow, entitlement and DLC verification,
24
+ achievement/trophy integration, parental controls and age rating compliance,
25
+ controller disconnect handling, suspend/resume lifecycle, error message
26
+ standards, and platform-specific shell behavior (Quick Resume on Xbox,
27
+ Activities on PlayStation, etc.).
28
+
29
+ This step consolidates requirements from across the codebase — accessibility,
30
+ performance budgets, UI, input controls, save systems, networking, audio,
31
+ localization, online services, and modding — into per-platform checklists
32
+ that QA teams can verify systematically before submission.
33
+
34
+ ## Conditional Evaluation
35
+ Enable when: `targetPlatforms` includes any console (PlayStation, Xbox,
36
+ Nintendo Switch), mobile (iOS, Android), VR/AR (Meta Quest, PlayStation VR2,
37
+ Apple Vision Pro), or PC storefronts with compatibility review programs
38
+ (Steam Deck Verified). Desktop-only games distributed through open platforms
39
+ (itch.io, self-hosted) without certification programs do not need this step.
40
+
41
+ Skip when: the game targets only open PC platforms (Windows/macOS/Linux via
42
+ direct distribution or itch.io) with no storefront certification requirements.
43
+ Steam itself does not have a formal certification process (beyond basic content
44
+ review), but Steam Deck Verified is a certification program and triggers this
45
+ step.
46
+
47
+ ## Inputs
48
+ - docs/game-accessibility.md (required) — accessibility features to verify against platform accessibility requirements
49
+ - docs/performance-budgets.md (required) — frame rate and memory targets per platform
50
+ - docs/game-ui-spec.md (required) — UI flows for sign-in, error messages, platform shell integration
51
+ - docs/input-controls-spec.md (required) — controller support, input remapping, disconnect handling
52
+ - docs/plan.md (required) — target platforms and target ratings
53
+ - docs/save-system-spec.md (optional, forward-read) — save/load, cloud save, platform storage integration
54
+ - docs/netcode-spec.md (optional, forward-read) — network error handling, NAT traversal, platform networking APIs
55
+ - docs/audio-design.md (optional, forward-read) — audio output requirements, platform audio policies (e.g., mute on focus loss)
56
+ - docs/localization-plan.md (optional, forward-read) — supported languages per platform, platform-mandated language requirements
57
+ - docs/online-services-spec.md (optional, forward-read) — platform service integration (PSN, Xbox Live, Nintendo Online)
58
+ - docs/modding-ugc-spec.md (optional, forward-read) — UGC policies per platform, content moderation requirements
59
+
60
+ ## Expected Outputs
61
+ - docs/platform-cert-checklist.md — per-platform certification checklists
62
+ with specific requirements, verification steps, and pass/fail criteria
63
+
64
+ ## Quality Criteria
65
+ - (mvp) Per-platform checklist generated for every target platform: each requirement has a description, verification step, and pass/fail criterion
66
+ - (mvp) Sign-in/out flow verified: platform account sign-in on boot, sign-out during gameplay (return to title screen or graceful disconnect), account switching (where platform supports it)
67
+ - (mvp) Controller disconnect handling: game pauses or shows reconnection prompt, no input loss or crash, reconnection resumes correctly
68
+ - (mvp) Suspend/resume lifecycle: game state preserved on suspend, no data loss, network reconnection on resume, no stale UI
69
+ - (mvp) Error messages follow platform guidelines: platform-specific error codes where required, user-friendly language, no raw exception text, retry/cancel options
70
+ - (deep) Entitlement and DLC verification: license check on boot and periodically during gameplay, graceful handling of revoked entitlements, DLC content gating
71
+ - (deep) Achievement/trophy integration: unlock conditions mapped to platform achievement APIs, offline unlock queuing, no duplicate unlocks, required platinum/1000G structure (PlayStation/Xbox)
72
+ - (deep) Parental controls and age rating: respect platform-level restrictions (communication, purchases, content visibility), age rating compliance (ESRB, PEGI, CERO, GRAC, USK) per target market
73
+ - (deep) Platform-specific shell behavior: Quick Resume (Xbox), Activities (PlayStation), sleep mode (Nintendo Switch), App Clips (iOS), Instant Apps (Android)
74
+ - (deep) Performance certification: frame rate within platform-mandated minimums (30fps floor on console, thermal throttling handling on mobile), memory within platform limits, load time requirements
75
+ - (deep) Accessibility certification: platform-mandated accessibility features (Xbox Accessibility Guidelines, PlayStation accessibility requirements, Apple accessibility standards)
76
+ - (deep) Network certification: NAT type handling, platform matchmaking API compliance, graceful degradation on network loss, bandwidth limits
77
+
78
+ ### Console-Specific Sections
79
+ - **PlayStation (TRC)**: PSN sign-in, trophy set structure, Activity Cards, suspend/resume with network reconnect, PS VR2 comfort settings (if VR), content restriction API
80
+ - **Xbox (XR)**: Xbox Live sign-in, achievement structure (1000G base + DLC), Quick Resume support, Game Pass considerations, Xbox Accessibility Guidelines compliance
81
+ - **Nintendo Switch (Lotcheck)**: Nintendo Account integration, controller grip modes (handheld, tabletop, docked), sleep mode save, touch screen support (handheld), HD Rumble guidelines
82
+
83
+ ### Mobile-Specific Sections
84
+ - **iOS (App Store Review)**: App Store Review Guidelines compliance, in-app purchase via StoreKit (no external payment links), privacy nutrition labels, App Tracking Transparency, Universal Links, background audio policy
85
+ - **Android (Google Play)**: Google Play policies, billing library integration, target API level requirements, adaptive icons, back gesture handling, foldable/tablet layout
86
+
87
+ ### PC Storefront Sections
88
+ - **Steam Deck Verified**: controller-native UI (no mandatory mouse/keyboard), readable text at 7" 800p, default graphics preset within thermal envelope, Proton compatibility, suspend/resume via OS
89
+
90
+ ### VR/AR-Specific Sections
91
+ - **Meta Quest**: comfort rating (comfortable/moderate/intense), guardian boundary handling, passthrough integration, hand tracking fallback, performance targets (72/90/120Hz)
92
+ - **Apple Vision Pro**: visionOS design guidelines, spatial UI placement, eye tracking privacy, SharePlay integration
93
+
94
+ ## Methodology Scaling
95
+ - **deep**: Comprehensive per-platform checklists with every TRC/XR/Lotcheck
96
+ requirement mapped, verification procedures, automated compliance test
97
+ suggestions, platform-specific shell integration, and certification
98
+ submission timeline with resubmission contingency. 20-35 pages.
99
+ - **mvp**: Core certification requirements per platform (sign-in, controller
100
+ disconnect, suspend/resume, error messages) with basic verification steps.
101
+ 5-10 pages.
102
+ - **custom:depth(1-5)**:
103
+ - Depth 1: sign-in/out, controller disconnect, and suspend/resume checklists per platform.
104
+ - Depth 2: add error message compliance, entitlement verification, and basic achievement integration.
105
+ - Depth 3: add parental controls, age rating compliance, performance certification targets, and platform shell behavior.
106
+ - Depth 4: add accessibility certification, network certification, platform-specific detailed requirements, and automated compliance test suggestions.
107
+ - Depth 5: full checklists with certification submission timeline, resubmission contingency plan, platform relationship management notes, and cross-platform compliance matrix.
108
+
109
+ ## Mode Detection
110
+ Check for docs/platform-cert-checklist.md. If it exists, operate in update
111
+ mode: read existing checklists and diff against current platform targets,
112
+ accessibility features, performance budgets, and input controls. Preserve
113
+ existing pass/fail results and verification notes. Add checklists for new
114
+ target platforms. Update requirements if platform SDKs or policies changed.
115
+
116
+ ## Update Mode Specifics
117
+ - **Detect prior artifact**: docs/platform-cert-checklist.md exists
118
+ - **Preserve**: existing pass/fail verification results, platform-specific
119
+ implementation notes, certification submission history, waiver/exception
120
+ records, platform contact information
121
+ - **Triggers for update**: target platforms changed (new platform added or
122
+ removed), accessibility spec updated (new features to verify), performance
123
+ budgets changed (new targets to certify), input controls spec changed
124
+ (controller handling updates), platform SDK or policy update (new TRC/XR
125
+ version), save system or networking spec changed
126
+ - **Conflict resolution**: if a requirement from one platform conflicts with
127
+ another platform's requirement (e.g., different mandatory button mappings),
128
+ document both requirements and propose a platform-adaptive implementation;
129
+ never sacrifice one platform's certification for another
@@ -0,0 +1,83 @@
1
+ ---
2
+ name: playtest-plan
3
+ description: Design playtest strategy with types, scheduling, feedback collection, FTUE observation, and balance testing
4
+ summary: "Designs your playtest strategy — internal, focused, and external playtests tied to milestone gates — with feedback templates, FTUE observation protocols, balance testing methodology, and participant recruitment plans."
5
+ phase: "quality"
6
+ order: 961
7
+ dependencies: [game-design-document, user-stories]
8
+ outputs: [docs/playtest-plan.md]
9
+ conditional: null
10
+ reads: []
11
+ knowledge-base: [game-testing-strategy, game-milestone-definitions]
12
+ ---
13
+
14
+ ## Purpose
15
+ Define the complete playtesting strategy that validates game feel, balance,
16
+ usability, and fun throughout development. Playtesting is distinct from QA
17
+ testing (which validates correctness) — playtesting validates that the game is
18
+ enjoyable, understandable, and appropriately challenging for the target audience.
19
+
20
+ This plan covers three playtest tiers: internal playtests (team members testing
21
+ daily builds), focused playtests (targeted sessions with specific test goals
22
+ and recruited participants), and external playtests (public or semi-public
23
+ tests for scale validation and market feedback). Each tier maps to development
24
+ milestones — internal playtests begin at First Playable, focused playtests at
25
+ Alpha, and external playtests at Beta.
26
+
27
+ The plan also establishes feedback collection methodology — standardized
28
+ templates, observation protocols, and metrics — so that playtest data drives
29
+ design decisions rather than anecdotal impressions.
30
+
31
+ ## Inputs
32
+ - docs/game-design.md (required) — core loop, progression, difficulty model, target audience
33
+ - docs/user-stories.md (required) — acceptance criteria defining expected player experience
34
+ - docs/plan.md (required) — milestone schedule and target platforms
35
+
36
+ ## Expected Outputs
37
+ - docs/playtest-plan.md — playtest types, schedule, feedback templates, FTUE
38
+ observation protocol, balance testing methodology, and recruitment plan
39
+
40
+ ## Quality Criteria
41
+ - (mvp) Three playtest tiers defined (internal, focused, external) with distinct goals, participant profiles, and session formats
42
+ - (mvp) Playtest schedule tied to project milestones: which tier runs at which milestone, with minimum session count per gate
43
+ - (mvp) Feedback template defined with structured fields: task completion (yes/no), difficulty rating (scale), confusion points (free-text), fun rating (scale), and session metadata (build version, platform, duration)
44
+ - (mvp) FTUE (First-Time User Experience) observation protocol: what to observe (time-to-first-action, tutorial completion rate, first death/failure point), how to record (screen capture + observer notes), and when to intervene (never during observation, debrief after)
45
+ - (deep) Balance testing methodology: metrics to collect per gameplay system (win rates, resource accumulation curves, time-to-completion per level/encounter), acceptable variance ranges, and rebalancing trigger thresholds
46
+ - (deep) Participant recruitment plan: target demographics matching game audience, recruitment channels, screening criteria, compensation/incentive structure, NDA requirements for pre-release tests
47
+ - (deep) Playtest environment specification: hardware requirements, network conditions to simulate, build distribution method (Steam playtest, TestFlight, side-loading), telemetry collection during sessions
48
+ - (deep) Playtest-to-design feedback loop: how findings are triaged (critical/major/minor), who owns resolution, turnaround time targets between playtest and design response
49
+ - (deep) Accessibility playtest sessions: dedicated sessions with players using assistive technologies to validate accessibility features from game-accessibility spec
50
+
51
+ ## Methodology Scaling
52
+ - **deep**: Full playtest plan covering all three tiers with detailed schedules,
53
+ observation protocols, balance testing with statistical methodology, recruitment
54
+ pipeline, environment specs, and feedback-to-design triage process. 12-20 pages.
55
+ - **mvp**: Internal and focused playtest definitions, milestone-linked schedule,
56
+ basic feedback template, and FTUE observation checklist. 4-8 pages.
57
+ - **custom:depth(1-5)**:
58
+ - Depth 1: internal playtest cadence and basic feedback template only.
59
+ - Depth 2: add focused playtest definition and FTUE observation protocol.
60
+ - Depth 3: add milestone-linked schedule, balance testing metrics, and participant screening criteria.
61
+ - Depth 4: add external playtest plan, recruitment pipeline, environment specification, and accessibility playtest sessions.
62
+ - Depth 5: full plan with statistical balance methodology, feedback-to-design triage process, and playtest iteration tracking across milestones.
63
+
64
+ ## Mode Detection
65
+ Check for docs/playtest-plan.md. If it exists, operate in update mode: read
66
+ existing plan and diff against current GDD progression/difficulty model and
67
+ milestone schedule. Preserve existing feedback templates, observation protocols,
68
+ and recruitment criteria. Update schedule if milestones shifted. Add new
69
+ playtest sessions if GDD added new gameplay systems requiring validation.
70
+
71
+ ## Update Mode Specifics
72
+ - **Detect prior artifact**: docs/playtest-plan.md exists
73
+ - **Preserve**: feedback templates, FTUE observation protocol, recruitment
74
+ criteria, balance testing thresholds, participant compensation structure,
75
+ existing playtest results and findings
76
+ - **Triggers for update**: GDD changed core loop or difficulty model (balance
77
+ testing needs revision), milestone schedule shifted (playtest dates need
78
+ updating), user stories changed acceptance criteria (new scenarios to test),
79
+ accessibility spec updated (new assistive technology sessions needed)
80
+ - **Conflict resolution**: if milestone changes compress the playtest schedule,
81
+ prioritize focused playtests over external playtests and flag the reduced
82
+ testing coverage for user decision; never remove a playtest tier without
83
+ approval