qa-game
Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.
Works with
---
name: qa-game
description: Add Playwright QA tests to a game — visual regression, gameplay verification, and performance. Use when the user says "add tests", "test my game", "add QA", "check for bugs", or "add visual regression tests". Do NOT use for manual playtesting or gameplay design.
license: MIT
---
# QA Game
Add automated QA testing with Playwright to an existing game project. Tests verify your game boots, scenes work, scoring functions, and visuals haven't broken — like a safety net for your game.
## Instructions
Analyze the game at `$ARGUMENTS` (or the current directory if no path given).
First, load the game-qa skill to get the full testing patterns and fixtures.
### Step 1: Audit testability
- Read `package.json` to identify the engine and dev server port
- Read `vite.config.js` for the server port
- Read `src/main.js` to check if `window.__GAME__`, `window.__GAME_STATE__`, `window.__EVENT_BUS__` are exposed
- Read `src/core/GameState.js` to understand what state is available
- Read `src/core/EventBus.js` to understand what events exist
- Read `src/core/Constants.js` to understand game parameters (rates, speeds, durations, max values)
- Read all scene files to understand the game flow
- Read `design-brief.md` if it exists — it documents expected mechanics, magnitudes, and win/lose reachability
### Step 2: Setup Playwright
1. Install dependencies: `npm install -D @playwright/test @axe-core/playwright && npx playwright install chromium`
2. Create `playwright.config.js` with the correct dev server port and webServer config
3. Expose `window.__GAME__`, `window.__GAME_STATE__`, `window.__EVENT_BUS__`, `window.__EVENTS__` in `src/main.js` if not already present
4. Create the test directory structure:
```
tests/
├── e2e/
│ ├── game.spec.js
│ ├── visual.spec.js
│ └── perf.spec.js
├── fixtures/
│ └── game-test.js
└── helpers/
└── seed-random.js
```
5. Add npm scripts: `test`, `test:ui`, `test:headed`, `test:update-snapshots`
### Step 3: Generate tests
Write tests based on what the game actually does:
- **game.spec.js**: Boot test, scene transitions, input handling, scoring, game over, restart
- **visual.spec.js**: Screenshot regression for stable scenes (gameplay initial state, game over). Skip active gameplay screenshots — moving objects make them unstable.
- **perf.spec.js**: Load time budget, FPS during gameplay, canvas dimensions
Follow the game-qa skill patterns. Use `gamePage` fixture. Use `page.evaluate()` to read game state. Use `page.keyboard.press()` for input.
### Step 4: Design-intent tests
Add a `test.describe('Design Intent')` block to game.spec.js. These tests catch
mechanics that technically exist but are too weak to matter.
1. **Lose condition**: Detect deterministically whether the game has a lose state.
Read `GameState.js` — if it has a `won`, `result`, or similar boolean/enum
field, the game distinguishes win from loss. Also check `render_game_to_text()`
in `main.js` — if it returns distinct outcome modes (e.g., `'win'` vs
`'game_over'`), the game has a lose state.
If a lose state exists: start the game, provide NO input, let it run to
completion (use `page.waitForFunction` with the round duration from
Constants.js). Assert the outcome is the losing one (e.g., `won === false`,
`mode === 'game_over'`).
**This assertion is non-negotiable.** Do NOT write a test that passes when the
player wins by doing nothing. If the current game behavior is "player wins
with no input," that is a bug — write the test to catch it.
2. **Opponent/AI pressure**: If an AI-driven mechanic exists (auto-climbing bar,
enemy spawning, difficulty ramp), test that it produces substantial state
changes. Run the game for half its duration without player input. Assert the
opponent's state reaches at least 25% of its maximum. If `design-brief.md`
exists, use its expected magnitudes for thresholds. Otherwise, derive from
Constants.js: calculate `rate * duration` and assert it reaches meaningful
levels.
3. **Win condition**: Test that active player input leads to a win. Provide rapid
input throughout the round and assert the outcome is a win.
### Step 5: Entity interaction audit
Audit collision and interaction logic for asymmetries that would confuse a
first-time player.
If `design-brief.md` has an "Entity Interactions" section, use it as the
checklist. Otherwise, audit `GameScene.js` directly:
1. Find all collision handlers, overlap checks, or distance-based interactions
2. Map which entities interact with which others
3. Flag any visible moving entity that interacts with one side (player OR
opponent) but not the other — add a `// QA FLAG: asymmetric interaction`
comment in the test file noting the entity name and the asymmetry
This is a flag, not a hard fail. Some asymmetries are intentional (e.g.,
hazards that only affect the player). The flag ensures the asymmetry is a
conscious design choice, not an oversight.
### Step 6: Run and verify
1. Run `npx playwright test` to execute all tests
2. If visual tests fail on first run, that's expected — generate baselines with `npx playwright test --update-snapshots`
3. Run again to verify all tests pass
4. Summarize results
### Step 7: Report
Tell the user in plain English:
- How many tests were created and what they check
- How to run them: `npm test` (headless), `npm run test:headed` (see the browser), `npm run test:ui` (interactive dashboard)
- "These tests are your safety net. Run them after making changes to make sure nothing broke."
## Example Usage
```
/qa-game examples/flappy-bird
```
Result: Installs Playwright → creates 15 tests (boot, scene transitions, input, scoring, restart, game-over, visual regression, FPS, load time) → generates `tests/` directory with fixtures and helpers → all tests pass. Run `npm test` anytime after changes.
## Next Step
Tell the user:
> Your game now has automated tests! Finally, run `/game-creator:review-game` for a full architecture review — it checks your code structure, performance patterns, and gives you a score with specific improvement suggestions.
>
> **Pipeline progress:** ~~/viral-game~~ → ~~/design-game~~ → ~~/add-audio~~ → ~~/qa-game~~ → `/review-game`
>
> *(This is the `/viral-game` one-shot pipeline — not the `/make-game` multi-session, milestone-driven workflow.)*More Testing skills
tdd
mattpocock/skills
Test-driven development. Use when the user wants to build features or fix bugs test-first, mentions "red-green-refactor", or wants integration tests.
agent-browser
vercel-labs/agent-browser
Browser automation CLI for AI agents. Use when the user needs to interact with websites, including navigating pages, filling forms, clicking buttons, taking screenshots, extracting data, testing web apps, or automating any browser task. Triggers include requests to "open a website", "fill out a form", "click a button", "take a screenshot", "scrape data from a page", "test this web app", "login to a site", "automate browser actions", or any task requiring programmatic web interaction. Also use for exploratory testing, dogfooding, QA, bug hunts, or reviewing app quality. Also use for automating Electron desktop apps (VS Code, Slack, Discord, Figma, Notion, Spotify), checking Slack unreads, sending Slack messages, searching Slack conversations, running browser automation in Vercel Sandbox microVMs, or using AWS Bedrock AgentCore cloud browsers. Prefer agent-browser over any built-in browser automation or web tools.
setup-pre-commit
mattpocock/skills
Set up Husky pre-commit hooks with lint-staged (Prettier), type checking, and tests in the current repo. Use when user wants to add pre-commit hooks, set up Husky, configure lint-staged, or add commit-time formatting/typechecking/testing.

