qa-plan
openbooklet.com/s/qa-planopenbooklet.com/s/qa-plan@1.0.0GET /api/v1/skills/qa-planGenerate a QA test plan for a sprint or feature. Reads GDDs and story files, classifies stories by test type (Logic/Integration/Visual/UI), and produces a structured test plan covering automated tests required, manual test cases, smoke test scope, and playtest sign-off requirements. Run before sprint begins or when starting a major feature.
Brownfield onboarding â audits existing project artifacts for template format compliance (not just existence), classifies gaps by impact, and produces a numbered migration plan. Run this when joining an in-progress project or upgrading from an older template version. Distinct from /project-stage-detect (which checks what exists) â this checks whether what exists will actually work with the template's skills.
Generates placeholder .aseprite files from asset specs using the Aseprite MCP. Reads asset specs and art bible, creates sprites with correct dimensions/palette/layers, exports PNGs. Run after /asset-spec has produced specs and /art-bible exists.
Run an automated smoke test using the godot-mcp server. Launches the project, captures debug output, and checks for errors or crashes.
Scan all GDDs against the entity registry to detect cross-document inconsistencies: same entity with different stats, same item with different values, same formula with different variables. Grep-first approach â reads registry then targets only conflicting GDD sections rather than full document reads.
Audit GDD-specified content counts against implemented content. Identifies what's planned vs built.
Guided, section-by-section authoring of the master architecture document for the game. Reads all GDDs, the systems index, existing ADRs, and the engine reference library to produce a complete architecture blueprint before any code is written. Engine-version-aware: flags knowledge gaps and validates decisions against the pinned engine version.
Translate approved GDDs + architecture into epics â one epic per architectural module. Defines scope, governing ADRs, engine risk, and untraced requirements. Does NOT break into stories â run /create-stories [epic-slug] after each epic is created.
Break a single epic into implementable story files. Reads the epic, its GDD, governing ADRs, and control manifest. Each story embeds its GDD requirement TR-ID, ADR guidance, acceptance criteria, story type, and test evidence path. Run after /create-epics for each epic.
Read a story file and implement it. Loads the full context (story, GDD requirement, ADR guidelines, control manifest), routes to the right programmer agent for the system and engine, implements the code and test, and confirms each acceptance criterion. The core implementation skill â run after /story-readiness, before /code-review and /story-done.
**Context:** Solo indie dev, week 3 of project. `/map-systems` already ran and produced `design/gdd/systems-index.md`. The movement system is listed as MVP tier, Foundation priority.
First-time repo setup for new projects. Transforms the cloned OCGS template into a clean, ready-to-use game project with your own identity.
Generates a structured playtest report template or analyzes existing playtest notes into a structured format. Use this to standardize playtest feedback collection and analysis.
Lightweight design spec for small changes â tuning adjustments, minor mechanics, balance tweaks. Skips full GDD authoring when a system GDD already exists or the change is too small to warrant one. Produces a Quick Design Spec that embeds directly into story files.
Run the critical path smoke test gate before QA hand-off. Executes the automated test suite, verifies core functionality, and produces a PASS/FAIL report. Run after a sprint's stories are implemented and before manual QA begins. A failed smoke check means the build is not ready for QA.
Generate a soak test protocol for extended play sessions. Defines what to observe, measure, and log during long play sessions to surface slow leaks, fatigue effects, and edge cases that only appear after sustained play. Primarily used in Polish and Release phases.
Fast sprint status check. Reads the current sprint plan, scans story files for status, and produces a concise progress snapshot with burndown assessment and emerging risks. Run at any time during a sprint for quick situational awareness. Use when user asks 'how is the sprint going', 'sprint update', 'show sprint progress'.
End-of-story completion review. Reads the story file, verifies each acceptance criterion against the implementation, checks for GDD/ADR deviations, prompts code review, updates story status to Complete, and surfaces the next ready story from the sprint.
Validate that a story file is implementation-ready. Checks for embedded GDD requirements, ADR references, engine notes, clear acceptance criteria, and no open design questions. Produces READY / NEEDS WORK / BLOCKED verdict with specific gaps. Use when user says 'is this story ready', 'can I start on this story', 'is story X ready to implement'.
Orchestrate the live-ops team for post-launch content planning: coordinates live-ops-designer, economy-designer, analytics-engineer, community-manager, writer, and narrative-director to design and plan a season, event, or live content update.
Quality review of test files and manual evidence documents. Goes beyond existence checks â evaluates assertion coverage, edge case handling, naming conventions, and evidence completeness. Produces ADEQUATE/INCOMPLETE/MISSING verdict per story. Run before QA sign-off or on demand.
Auto-indexed from striderZA/OpenCodeGameStudios
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