---
name: game-playtesting-usability
description: Plan, run, analyze, and review game playtests, usability sessions, player feedback, telemetry, onboarding tests, difficulty tests, controls tests, fun/enjoyability research, prototype validation, and playtest reports. Use when Codex is asked to test whether a game is understandable, fun, balanced, usable, accessible, or ready for release.
---

# Game Playtesting Usability

## Core Workflow

1. Define the design question: comprehension, controls, difficulty, fun, pacing, balance, retention, onboarding, UI clarity, accessibility, or market appeal.
2. Select playtest type: internal smoke test, moderated usability test, unmoderated remote playtest, telemetry test, balance test, first-time-user test, longitudinal test, or public demo feedback.
3. Recruit players that match the target audience and note bias.
4. Create tasks, observation prompts, success criteria, and data capture before testing.
5. Observe behavior before asking opinions. Record confusion, hesitation, repeated failure, emotion, workaround, and drop-off.
6. Synthesize issues by severity, frequency, player segment, root cause, and design implication.
7. Convert findings into concrete design changes and retest criteria.

## Playtest Principles

- Do not coach unless the test explicitly allows help.
- Separate bugs, usability problems, balance problems, and preference feedback.
- Watch what players do, not only what they say.
- Test early prototypes for comprehension and later builds for tuning, retention, and polish.
- Treat small samples as directional; use telemetry or larger samples for stronger claims.

## Deliverable Shape

For playtesting work, provide:

- Research question and build/context
- Participant criteria
- Test plan and tasks
- Data capture plan
- Findings by severity and evidence
- Recommended changes
- Retest plan

## References

- Read `references/game-playtesting-checklist.md` when planning, running, or synthesizing game playtests.
