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donchitos/claude-code-game-studios340 installs

smoke-check

Critical-path smoke gate before QA hand-off — runs the automated suite. A failed check means the build is not QA-ready.

How do I install this agent skill?

npx skills add https://github.com/donchitos/claude-code-game-studios --skill smoke-check
view source ↗

Is this agent skill safe to install?

  • Gen Agent Trust Hubpass

    The skill is generally safe but possesses a minor risk of indirect prompt injection as it processes external project files and test reports without explicit sanitization or boundary markers.

  • Socketpass

    No alerts

  • Snykpass

    Risk: LOW · No issues

  • ZeroLeakspass

    Score: 93/100 · 2 sections analyzed

What does this agent skill do?

!bash "${CLAUDE_SKILL_DIR}/../../hooks/yaml-helper.sh" resolve_config --keys automation,workflow,qa.level,testing.strict

Smoke Check

This skill is the gate between "implementation done" and "ready for QA hand-off". It runs the automated test suite, checks for test coverage gaps, batch-verifies critical paths with the developer, and produces a PASS/FAIL report.

The rule is simple: a build that fails smoke check does not go to QA. Handing a broken build to QA wastes their time and demoralises the team.

Output: production/qa/smoke-[date].md


Every AskUserQuestion call follows .claude/docs/automation-modes.md (collaborative asks always · guided major-only · autonomous logs and proceeds; automation_always_ask categories always prompt).

qa.level: at minimal, smoke-check is optional — if run, a FAIL is advisory and never blocks hand-off, and a project with no game tests is checked by its build, launch and critical paths alone (Phase 1 step 1); at standard, it is required before a phase transition; at full, before every commit. This sits in front of the Phase 6 testing.strict.config resolution (which only matters once a smoke run gates). Distinct axis from workflow.

Parse Arguments

Arguments can be combined: /smoke-check sprint --platform console

Base mode (first argument, default: sprint):

  • sprint — full smoke check against the current sprint's stories
  • quick — skip coverage scan (Phase 3) and Batch 3; use for rapid re-checks

Platform flag (--platform, default: none):

  • --platform pc — add PC-specific checks (keyboard, mouse, windowed mode)
  • --platform console — add console-specific checks (gamepad, TV safe zones, platform certification requirements)
  • --platform mobile — add mobile-specific checks (touch, portrait/landscape, battery/thermal behaviour)
  • --platform all — add all platform variants; output per-platform verdict table

If --platform is provided, Phase 4 adds platform-specific batches and Phase 5 outputs a per-platform verdict table in addition to the overall verdict.


Phase 1: Detect Test Setup

Before running anything, understand the environment:

  1. Config coherence: run bash .claude/scripts/project-coherence.sh.

    It compares what project.yaml declares against the real project file, the installed engine binary, and the files commands.* name. This runs first because two of its checks are about this skill's own inputs: a commands.test naming a runner that does not exist, or a commands.build naming an export preset with no export_presets.cfg, will fail here and read as a broken build rather than as broken config.

    Report any [DIFFERS] lines in the report's Environment section. They do not by themselves decide the verdict -- but a smoke check run against a project whose declared engine is not the installed one is worth saying out loud.

  2. Test framework check: verify that game test files exist — not merely that tests/ does. Check the engine's test root (from step 3; the table is in .claude/docs/directory-structure.md — Godot tests/unit/ and tests/integration/, Unity Assets/Tests/, Unreal Source/*/Private/Tests/) and tests/smoke/ for actual test files. A test file is one the engine's test runner executes — a *_test.gd suite, a C# test class, an Unreal automation test source. Markdown checklists do not count: /test-setup always writes tests/smoke/critical-paths.md, and counting it would hide exactly the zero-test state this step exists to catch. If none are found at qa.level: minimal, tests are waived at this level: record the automated row as WAIVED — qa.level: minimal, no game tests, skip the test run in Phase 2 and all of Phase 3 (say so in one line each), run Phase 2's build check, and go on to Phase 4 — the build check and the launch and critical-path checks are the smoke check at this level, so a project with no tests can still reach PASS, but never without a run: a Batch 1 answer that the build was not launched this session leaves the verdict NOT ASSESSED. If none are found at standard or full, deliver a NOT ASSESSED verdict — do not merely stop. "Smoke check: NOT ASSESSED — no game tests found under [the test root] or tests/smoke/. Run /test-setup to scaffold the testing infrastructure, or point me at where tests live." Then stop.

    A bare halt is the wrong shape here. This is the state with the least information about build health, so it is the last one that should exit without a verdict: the caller gets no machine-readable outcome, and "the skill said nothing" is easy to read as "nothing was wrong". Replacing a wrong verdict with no verdict is not an improvement either — the honest result is the one that names what could not be established.

    Do not gate on tests/ existing. /test-setup creates tests/unit/ and tests/integration/ with placeholder files, so the directory tree is present on any project that ran setup — whether or not a single game test was ever written. Count actual test files instead; gated on the directory, a project with no build and zero game tests passes this step.

  3. CI check: check whether .github/workflows/ contains a workflow file referencing tests. Note in the report whether CI is configured.

  4. Engine detection: read engine.name from project.yaml; if that key is absent or empty (including when project.yaml has no engine: block), fall back to the Engine: value in .claude/docs/technical-preferences.md (a [TO BE CONFIGURED] value means not configured). Store this for test command selection in Phase 2.

    Then find the editor executable — none of the three engines installs onto PATH by default on Windows or macOS, so a bare godot that does not resolve says nothing about whether the engine is installed. Take the first that resolves (the file exists, or command -v finds it): the executable commands.test names (its quoted path or first word), else the editor engine.path records, else the engine's name on PATH (godot). Use it wherever Phase 2 writes godot or "<Unity editor>", quoting a path with a space; on Unreal, <UE root> is engine.path. If none resolves, the test runner is not available (Phase 2) — on Godot, NOT ASSESSED — Godot executable not found (commands.test, engine.path, PATH).

  5. Smoke test list: check whether production/qa/smoke-tests.md or tests/smoke/ exists. If a smoke test list is found, load it for use in Phase 4. If neither exists, smoke tests will be drawn from the current QA plan (Phase 4 fallback).

  6. QA plan check: glob production/qa/qa-plan-*.md and take the most recently modified file. If found, note the path — it will be used in Phase 3 and Phase 4. If not found, note: "No QA plan found. Run /qa-plan sprint before smoke-checking for best results." (At workflow: minimal, which has no sprints, a QA plan is optional — say so rather than recommend one.)

Report findings before proceeding: "Environment: [engine]. Editor: [the resolved executable / not found]. Test directory: [found / not found]. CI configured: [yes / no]. QA plan: [path / not found]."


Phase 2: Run Automated Tests

Run commands.test from project.yaml when it is set — it is the project's own test command, the one /setup-engine wrote and CI runs. Use the per-engine default below only when commands.test is absent, and say in the report which of the two you ran. Wrap it in a timeout (timeout 900 …): a timeout (exit 124) is a gate FAILURE, never a pass — the run never completed and nothing was verified. macOS has no timeout: use gtimeout 900 … from Homebrew's coreutils (same exit 124), or, with nothing installed, perl -e 'alarm shift; exec @ARGV' 900 …, which exits 142 when time runs out — a FAILURE the same way. Then read the result for the engine. On every engine one outcome looks like success and is not; each is named below.

Godot 4 — first check that addons/gdUnit4/bin/GdUnitCmdTool.gd exists — the folder has a capital U. If it does not, report NOT ASSESSED — gdUnit4 not installed at addons/gdUnit4/ instead of running anything. Then import, whether you run commands.test or the default. A fresh clone has no .godot/ class cache, and without it gdUnit4's runner does not load; a cache that predates a new class_name fails valid code with 105. The import takes seconds when nothing changed (godot below is the executable Phase 1 step 3 resolved):

godot --headless --path . --import
godot --headless -s -d --remote-debug tcp://127.0.0.1:0 res://addons/gdUnit4/bin/GdUnitCmdTool.gd -a res://tests --ignoreHeadlessMode 2>&1

gdUnit4's exit code gives the verdict (6.1.3):

  • 0 — every test passed: PASS. But exit 0 over zero tests is not a pass: gdUnit4 aborts and still exits 0, so if the output says No test cases found, the verdict is NOT ASSESSED — no tests found.
  • 101 — every test passed but a test leaked nodes (orphans): PASS WITH WARNINGS, naming the orphan count from the output. Not a failure.
  • 100 — a test failed: FAIL. 105 — a test script does not parse: FAIL.
  • 103 — gdUnit4 refused to run headless (--ignoreHeadlessMode missing); 104 — Godot older than 4.3: NOT ASSESSED, with that reason.
  • 1 — Godot's own error: GdUnitCmdTool.gd did not load (Failed to load script), so no test ran. Usually the import above was skipped; after it, exit 1 is a FAIL.

Every run opens with two ERROR: lines about the remote port (127.0.0.1:0) — that is the --remote-debug flag working, not a failure. Never drop the flag: without it a script error opens Godot's interactive debugger and the run hangs at a debug> prompt until the timeout.

Unity: Unity can run tests headlessly via shell. Do not skip to reading artifacts.

First confirm the Unity Test Framework is installed. A project without it does not fail cleanly — it hangs until something kills it, which is the observation the old "Unity cannot test headlessly" advice was generalised from:

grep -q 'com.unity.test-framework' Packages/manifest.json && echo present || echo ABSENT

If ABSENT, report NOT ASSESSED — Unity Test Framework not installed and give the one-line fix (add com.unity.test-framework to Packages/manifest.json). Do not fall through to reading stale artifacts — an unknown-age XML reported as a pass is worse than no gate.

If present, the default is (the editor executable — Unity on PATH may be Unity's separate CLI). Delete the old results file first, whether you run commands.test or this default:

rm -f test-results/editmode.xml
timeout 900 "<Unity editor>" -batchmode -runTests -projectPath . -testPlatform EditMode -testResults test-results/editmode.xml

Exit 0 when every test passes, 2 on a failure. Exit 1 or 3 is a FAIL: 1 means the project did not compile (the editor log has the error CS… lines), 3 that the run itself failed; 4 (an unknown -testPlatform) or any other non-zero exit is a FAIL too. A compile error writes no results file — which is why the old one is deleted first: left in place, the last run's pass is read as this run's. After any exit, no results file is a FAIL. Parse the <test-run> element of the results file for testcasecount, passed and failed. testcasecount="0" is NOT ASSESSED, never a pass: tests outside Assets/ are never compiled, and Unity then reports result="Passed" with exit 0 over zero tests.

Play Mode is a second run. -testPlatform EditMode — this default, and commands.test as /setup-engine writes it — never runs the integration tests /test-setup scaffolds under Assets/Tests/PlayMode/. When that folder holds a test file and the command you ran did not already pass -testPlatform PlayMode, run Play Mode the same way, into its own results file, and read it by the same rules:

rm -f test-results/playmode.xml
timeout 900 "<Unity editor>" -batchmode -runTests -projectPath . -testPlatform PlayMode -testResults test-results/playmode.xml

Report each platform on its own line — EditMode: PASS (12/12), PlayMode: FAIL (1 failure). A Play Mode run that could not be made is reported by name, PlayMode: NOT RUN — [reason]: the Edit Mode result does not cover those tests, so it cannot make the automated-test row a PASS.

Unreal Engine — build the editor target first, whether you then run commands.test or the default. Binaries/ is not committed, and without a built game module the editor stops with "The game module could not be found", exit 1, before running any test. The build is incremental — seconds when nothing changed; a failed build is a FAIL.

Pick the commands for this machine with uname -s: Linux → Linux, Darwin → macOS, anything else (MINGW*, MSYS*, CYGWIN*) → Windows. The Windows forms below were run on UE 5.7; the Linux and macOS forms come from Epic's documentation — docs/engine-reference/unreal/current-best-practices.md, "Command Line", has them with their sources. On Windows use UnrealBuildTool.exe, not Build.bat: run from bash, Build.bat fails on an engine path with spaces.

# Windows
timeout 1800 "<UE root>/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" <Project>Editor Win64 Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" 2>&1
# Linux
timeout 1800 "<UE root>/Engine/Build/BatchFiles/Linux/Build.sh" <Project>Editor Linux Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" 2>&1
# macOS (timeout: see the macOS note above)
gtimeout 1800 "<UE root>/Engine/Build/BatchFiles/Mac/Build.sh" <Project>Editor Mac Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" 2>&1

Then the default. Keep -stdout -FullStdOutLogOutput; when commands.test lacks them, add them to the command for this run only: without them the editor prints nothing, and the lines below are only in Saved/Logs/<Project>.log. Give the project as an absolute path — when commands.test passes a relative one, run it with the absolute path instead: UE 5.7 does not find a relative <Project>.uproject and exits 1 (Project file not found). $(pwd -W 2>/dev/null || pwd) gives the C:/… form in Git Bash and the plain path elsewhere; $PWD alone fails when MSYS_NO_PATHCONV is set. Either way, say in the report what you changed and tell the user to fix commands.test in project.yaml — never edit project.yaml without asking. <Project>. in the filter is the root the tests are named under: the project name, or the distinct root /setup-engine chose when the project's name is also an engine area — read one test's name string under Source/*/Private/Tests/ if unsure.

# Windows
timeout 1800 "<UE root>/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" "$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" -ExecCmds="Automation RunTests <Project>.; Quit" -unattended -nullrhi -stdout -FullStdOutLogOutput 2>&1
# Linux
timeout 1800 "<UE root>/Engine/Binaries/Linux/UnrealEditor" "$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" -ExecCmds="Automation RunTests <Project>.; Quit" -unattended -nullrhi -stdout -FullStdOutLogOutput 2>&1

macOS has no sourced test command. Epic documents only the UnrealEditor.app bundle, not a command-line editor inside it. Run a commands.test the user has set and confirmed; with none, report NOT ASSESSED — Unreal test command on macOS not sourced; set commands.test to the editor command you use instead of guessing a path. Read the output, not the exit code: a failing test and a run that matched nothing both exit 255.

  • Result={Fail} on any line → FAIL.
  • No automation tests matched → NOT ASSESSED — no tests found (tests outside Source/<Module>/ are never built), not FAIL.
  • Exit 0 with Result={Success} lines → PASS.
  • Any other non-zero exit (Project file not found, The game module … could not be found) → FAIL: no test ran. The exception: the editor never started (exit 126 or 127, command not found) — that is the runner not being available, below, and NOT ASSESSED.

Unknown engine / not configured: "Engine not configured in project.yaml or .claude/docs/technical-preferences.md. Run /setup-engine to specify the engine, then re-run /smoke-check."

If the test runner is not available in this environment (no editor executable resolved in Phase 1 step 3, runner script not found, etc.), report clearly:

"Automated tests could not be executed — engine executable not found (checked commands.test, engine.path and PATH; set engine.path, or put the editor's full path in commands.test). Status will be recorded as NOT RUN. Confirm test results from your local IDE or CI pipeline. Until you do, the verdict is NOT ASSESSED — not FAIL, and not a pass either: nothing has been observed about this build yet."

Do not treat NOT RUN as an automatic FAIL. Record it, and let the developer's manual confirmation in Phase 4 resolve it. Until that confirmation arrives the verdict is NOT ASSESSED (see the verdict rules in Phase 5), which ranks above both pass values and below FAIL. An unrun suite is not a healthy build; it is an unknown one, and the two need different follow-ups.

Parse runner output and extract:

  • Total tests run
  • Passing count
  • Failing count
  • Names of any failing tests (up to 10; if more, note the count)
  • Any crash or error output from the runner itself

Build check — the WAIVED path only (qa.level: minimal, no game tests; Phase 1 step 1). With no suite to run, run the project's own boot check: commands.smoke when set, else commands.build when set, with the executable Phase 1 step 3 resolved, under the same timeout rules (timeout 900, or timeout 1800 for commands.build; a timeout is a FAIL). On Godot, run the import line above first. Read the result as /setup-engine documents it: Godot smoke exits 0 even on a parse error, so a SCRIPT ERROR line in its output is a FAIL, and so is Can't run project: no main scene defined — the game cannot launch; Unity smoke exits 1 on a compile error; any other non-zero exit is a FAIL. Record Build check: PASS — [command] exit 0, FAIL — [reason], or NOT RUN — [commands.smoke and commands.build unset | executable not found]. A build check that did not run is named in the report and leaves the launch in Batch 1 to carry the verdict; it never passes on its own.


Phase 3: Check Test Coverage

Draw the story list from, in priority order:

  1. The QA plan found in Phase 1 (its Test Summary table lists expected test file paths per story)
  2. The current sprint plan from production/sprints/ (most recently modified file)
  3. If the quick argument was passed, skip this phase entirely and note: "Coverage scan skipped — run /smoke-check sprint for full coverage analysis."

For each story in scope:

  1. Extract the system slug from the story's file path (e.g., production/epics/combat/story-001.md → combat)
  2. Glob tests/unit/[system]/ and tests/integration/[system]/ for files whose name contains the story slug or a closely related term
  3. Check the story file itself for a Test file: header field or a "Test Evidence" section

Assign a coverage status to each story:

StatusMeaning
COVEREDA test file was found matching this story's system and scope
MANUALStory type is Visual/Feel or UI; a test evidence document was found
MISSINGLogic or Integration story with no matching test file
EXPECTEDConfig/Data story — no test file required; spot-check is sufficient
UNKNOWNStory file missing or unreadable

MISSING entries are advisory gaps. They do not cause a FAIL verdict but must appear prominently in the report and must be resolved before /story-done can fully close those stories.


Phase 4: Run Manual Smoke Checks

Draw the smoke test checklist from, in priority order (and name the one you used in the report):

  1. The QA plan's "Smoke Test Scope" section (if QA plan was found in Phase 1)
  2. production/qa/smoke-tests.md (if it exists)
  3. tests/smoke/ directory contents (if it exists)
  4. The standard fallback list below (used only when none of the above exist)

Name the source you used in the report, on its own line — "Checklist source: production/qa/smoke-tests.md", or "Checklist source: standard fallback list — no QA plan scope, no production/qa/smoke-tests.md, no tests/smoke/." The fallback is a real fallback, so nothing is silently skipped here; what was missing is that a report drawn from the generic list and one drawn from this project's own smoke definitions were indistinguishable. /gate-check now validates a smoke report's claims against the repo, and it cannot weigh them without knowing what the checklist was drawn from.

Tailor batches 2 and 3 to the actual systems identified from the sprint or QA plan. Replace bracketed placeholders with real mechanic names from the current sprint's stories.

Use AskUserQuestion to batch-verify. Keep to at most 3 calls.

Batch 1 — Core stability (always run): one call, two questions — an empty failure list means nothing unless somebody launched the build.

question: "Did you launch the current build this session?"
multiSelect: false
options:
  - "Yes — I launched it and checked the items below"
  - "No — I have not launched the current build this session"

question: "Core stability — select any items that FAILED (leave all unselected if everything passed):"
multiSelect: true
options:
  - "Game does not launch or crashes before reaching the main menu"
  - "New game / session fails to start"
  - "Main menu does not respond to inputs"
  - "Crash or hang observed during basic navigation"

For any selected item, ask the user to briefly describe what failed before generating the report.

If the build was not launched, the Batch 1 checks could not be executed: record them as NOT RUN — build not launched this session, skip Batches 2 and 3 and any platform batch (say so — they need a running build), and ignore the unselected failure list. The verdict is then NOT ASSESSED unless something else FAILED.

Batch 2 — Sprint changes and regression (always run):

question: "Sprint changes and regression — select any items that FAILED (leave all unselected if everything passed):"
multiSelect: true
options:
  - "[Primary mechanic this sprint] — FAILED"
  - "[Second notable change this sprint, if any] — FAILED"
  - "Regression in a previous sprint's feature — FAILED"
  - "Other unexpected breakage observed — FAILED"

For any selected item, ask the user to briefly describe what broke before generating the report.

Batch 3 — Data integrity and performance (run unless quick argument):

question: "Data integrity and performance — select any items that FAILED or were skipped (leave all unselected if everything passed):"
multiSelect: true
options:
  - "Save / load — FAILED (data loss or corruption observed)"
  - "Save / load — N/A (save system not yet implemented)"
  - "Frame rate drops or hitches observed — FAILED"
  - "Performance not checked this session"

For any FAILED item selected, ask the user to describe what broke before generating the report.

Record each response verbatim for the Phase 5 report.

Platform Batches (run only if --platform argument was provided):

PC platform (--platform pc or --platform all):

question: "PC Platform — select any items that FAILED (leave all unselected if everything passed):"
multiSelect: true
options:
  - "Keyboard controls — FAILED (describe issue after)"
  - "Mouse input or cursor visibility — FAILED (describe issue after)"
  - "Windowed / fullscreen mode — FAILED (describe issue after)"
  - "Resolution change — FAILED (describe issue after)"

For any selected item, ask the user to briefly describe what failed before generating the report.

Console platform (--platform console or --platform all):

question: "Console Platform — select any items that FAILED (leave all unselected if everything passed):"
multiSelect: true
options:
  - "Gamepad input — FAILED (describe issue after)"
  - "UI outside TV safe zone / text clipped — FAILED (describe what is clipped after)"
  - "Keyboard/mouse fallback shown to gamepad user — FAILED (describe after)"
  - "Cold start (no prior save) — FAILED (describe issue after)"

For any selected item, ask the user to briefly describe what failed before generating the report.

Mobile platform (--platform mobile or --platform all):

question: "Mobile Platform — select any items that FAILED (leave all unselected if everything passed):"
multiSelect: true
options:
  - "Touch controls — FAILED (describe issue after)"
  - "Orientation change (portrait ↔ landscape) — FAILED (describe what breaks after)"
  - "Background / foreground transition (home button) — FAILED (describe issue after)"
  - "Performance / thermal throttling on target device — FAILED (describe after)"

For any selected item, ask the user to briefly describe what failed before generating the report.


Phase 5: Generate Report

Assemble the full smoke check report:

## Smoke Check Report
**Date**: [date]
**Sprint**: [sprint name / number, or "Not identified"]
**Engine**: [engine]
**QA Plan**: [path, or "Not found — run /qa-plan first"]
**Argument**: [sprint | quick | blank]

---

### Automated Tests

**Status**: [PASS ([N] tests, [N] passing) | PASS WITH WARNINGS ([N] tests
passing; [the runner's warning, e.g. [N] orphan nodes leaked]) | FAIL ([N]
failures, or did not complete: [timeout | compile, parse or build error | no
results file]) | NOT ASSESSED ([reason, e.g. zero tests executed, runner could
not run]) | NOT RUN ([reason]) | WAIVED (qa.level: minimal — no game tests)]

[Unity: one Status line per test platform — `EditMode:` and `PlayMode:`.]

[WAIVED only:] **Build check**: [PASS — `[command]` exit 0 | FAIL — [reason] |
NOT RUN — [commands.smoke and commands.build unset | executable not found]]

[If FAIL, list failing tests:]
- `[test name]` — [brief failure description from runner output]

[If NOT RUN:]
"Manual confirmation required: did tests pass in your local IDE or CI? This
will determine whether the automated test row contributes to a FAIL verdict."

---

### Test Coverage

| Story | Type | Test File | Coverage Status |
|-------|------|-----------|----------------|
| [title] | Logic | `tests/unit/[system]/[slug]_test.[ext]` | COVERED |
| [title] | Visual/Feel | `production/qa/evidence/[slug]-screenshots.md` | MANUAL |
| [title] | Logic | — | MISSING ⚠ |
| [title] | Config/Data | — | EXPECTED |

**Summary**: [N] covered, [N] manual, [N] missing, [N] expected.

---

### Manual Smoke Checks

- [x] Build launched this session — yes [or: `NOT RUN — build not launched this session`; the batches below were not asked]
- [x] Game launches without crash — PASS
- [x] New game starts — PASS
- [x] [Core mechanic] — PASS
- [ ] [Other check] — FAIL: [user's description]
- [x] Save / load — PASS
- [-] Performance — not checked this session

---

### Missing Test Evidence

Stories that must have test evidence before they can be marked COMPLETE via
`/story-done`:

- **[story title]** (`[path]`) — Logic story has no test file.
  Expected location: `tests/unit/[system]/[story-slug]_test.[ext]`

[If none:] "All Logic and Integration stories have test coverage."

---

### Platform-Specific Results *(only if `--platform` was provided)*

| Platform | Checks Run | Passed | Failed | Platform Verdict |
|----------|-----------|--------|--------|-----------------|
| PC | [N] | [N] | [N] | PASS / FAIL |
| Console | [N] | [N] | [N] | PASS / FAIL |
| Mobile | [N] | [N] | [N] | PASS / FAIL |

**Platform notes**: [any platform-specific observations not captured in pass/fail]

Any platform with one or more FAIL checks contributes to the overall FAIL verdict.

---

### Verdict: [PASS | PASS WITH WARNINGS | NOT ASSESSED | FAIL]

[Verdict rules — first matching rule wins:]

**FAIL** if ANY of:
- Automated test suite ran and reported one or more test failures
- The automated suite did not complete: a timeout, a compile, parse or build
  error, or no results file after the run (Phase 2 names each engine's form)
- The build check (WAIVED path) failed: a non-zero exit, a timeout, or a Godot
  `SCRIPT ERROR` or no-main-scene line
- Any Batch 1 (core stability) check returned FAIL
- Any Batch 2 (primary sprint mechanic or regression check) returned FAIL

**NOT ASSESSED** if ANY of:
- The automated suite is **unconfirmed NOT RUN** — nobody has reported a result
- The runner could not run (gdUnit4 103 or 104, gdUnit4 or the Unity Test
  Framework not installed), or it ran and executed zero tests
  (`No test cases found`, `testcasecount="0"`, `No automation tests matched`)
- Unity Play Mode tests exist and are `PlayMode: NOT RUN`, unconfirmed — the
  Edit Mode result does not cover them
- A Batch 1 or Batch 2 check could not be executed (no build, engine not
  configured, platform unavailable) as opposed to executing and failing —
  including a Batch 1 answer that the build was not launched this session
- **Any story's coverage row is `UNKNOWN`** (Phase 3: story file missing or
  unreadable). A story nobody could read is not a story with no gaps — without
  this line, a run where *every* row is UNKNOWN and the suite passes matches
  **PASS**, because PASS only requires "no MISSING entries"
- **Batch 3 was offered and skipped** ("Performance not checked this session").
  It is not a FAIL, not an execution failure, and not "PASS or N/A", so without
  this line it matches no rule at all and renders as `[-]` beside a PASS

**PASS WITH WARNINGS** if ALL of:
- Automated tests PASS or PASS WITH WARNINGS, WAIVED at `qa.level: minimal`, or
  NOT RUN **and the developer has confirmed the result from their local IDE or CI**
- All Batch 1 and Batch 2 smoke checks PASS
- At least one warning: a Logic/Integration story with MISSING test evidence,
  a runner warning on a passing suite (gdUnit4 101 — orphan nodes leaked), or
  a NOT RUN suite the developer confirmed

**PASS** if ALL of:
- Automated tests PASS, or WAIVED (`qa.level: minimal` and no game tests exist —
  the build check, when `commands.smoke` or `commands.build` is set, and the
  launch and critical-path batches below then carry the verdict)
- All smoke checks in all batches PASS or N/A
- No MISSING test evidence entries

NOT ASSESSED — the build nobody could check. Rank: it outranks PASS and PASS WITH WARNINGS and ranks below FAIL. A suite that never ran has not shown the build is healthy; a suite that ran and failed is the more actionable finding and must not be demoted behind one that did not run.

This is a change in where unconfirmed NOT RUN lands, and it is deliberate. The rule below — never treat NOT RUN as an automatic FAIL — is unchanged and still correct: NOT ASSESSED is not a FAIL, and it ranks below one. What changes is that an unrun suite no longer resolves to a pass verdict while waiting for a confirmation that may never come. Confirmed NOT RUN (the developer reports the result from their own IDE or CI) still lands at PASS WITH WARNINGS, because somebody did look.


Phase 6: Write and Gate

Present the full report in conversation, then ask:

"May I write this smoke check report to production/qa/smoke-[date].md?"

Write only after approval.

First apply qa.level (resolved earlier). At qa.level: minimal, a FAIL is advisory regardless of testing.strict.config — skip the resolution below and deliver the advisory-FAIL outcome (smoke-check is optional at minimal and never blocks hand-off). Otherwise:

Resolve the gate enforcement level. A FAIL verdict either blocks QA hand-off or is flagged while hand-off proceeds, governed by the testing.strict block resolved in the resolved-config block at the top of this skill (which merges project.local.yaml over project.yaml — read that block, not the file, or a developer's local override is silently ignored):

  1. Take testing.strict.config from that resolved block. If its value is true (case-insensitive) → blocking; if false → advisory; unset → fall through.
  2. Else read testing.strict as a plain boolean (legacy single-value form) — if its value is true or false, it applies.
  3. Else default to blocking — an unset testing.strict.config keeps smoke-check's FAIL gate blocking (behavior unchanged from before this setting existed). Smoke check is a build-health gate, so its unset default is strict even though the config test type defaults to advisory elsewhere. The reciprocal carve-out is recorded in .claude/skills/story-done/SKILL.md and .claude/docs/coding-standards.md, which own the per-story evidence table.

Only true and false (case-insensitive) are recognized at steps 1–2. A key that is present but holds any other value — maybe, 1, yes, etc. — is treated as unset: continue to the next step, and surface the unrecognized value to the user.

After writing, deliver the gate verdict:

If verdict is FAIL and the gate is blocking:

"The smoke check failed. Do not hand off to QA until these failures are resolved:

[List each failing automated test or smoke check with a one-line description]

Fix the failures and run /smoke-check again to re-gate before QA hand-off."

If verdict is FAIL and the gate is advisory (testing.strict.config: false):

"The smoke check failed, but testing.strict.config is set to advisory — QA hand-off is not blocked. Resolve these before release:

[List each failing automated test or smoke check with a one-line description]

QA hand-off: share production/qa/qa-plan-[sprint].md with the qa-tester agent to begin manual verification. Re-run /smoke-check once the failures are fixed."

If verdict is NOT ASSESSED:

"The smoke check could not establish build health — it did not fail, it did not run. Do not hand off to QA on this result:

[Name each check that could not execute, and why: suite unconfirmed NOT RUN, PlayMode: NOT RUN, zero tests executed, runner not installed, engine executable not found, no build, build not launched this session, platform unavailable]

[For each, the one thing that would make it runnable — e.g. 'confirm the suite result from your IDE or CI', 'run /setup-engine', 'set engine.path', 'produce a build', 'launch the build and play the checks'.]

Re-run /smoke-check once any of those is resolved."

This outcome is not governed by testing.strict.config. That setting decides whether a failure blocks hand-off; it has nothing to say about a check that never produced a result, and reading an unrun check as advisory-therefore-fine is the exact substitution this verdict exists to prevent. Say what could not be checked and let the user decide — do not resolve it to either pass or FAIL on their behalf.

If verdict is PASS WITH WARNINGS:

"Smoke check passed with warnings. The build is ready for manual QA.

Advisory items to resolve before running /story-done on affected stories: [list MISSING test evidence entries, and any runner warning — e.g. the orphan count]

QA hand-off: share production/qa/qa-plan-[sprint].md with the qa-tester agent to begin manual verification."

If verdict is PASS:

"Smoke check passed cleanly. The build is ready for manual QA.

QA hand-off: share production/qa/qa-plan-[sprint].md with the qa-tester agent to begin manual verification."


Collaborative Protocol

Applies in collaborative mode (the default). For guided and autonomous modes, see .claude/docs/automation-modes.md — the rules below describe what collaborative mode requires, not universal behavior.

  • Never treat NOT RUN as automatic FAIL — record it as NOT RUN and let the developer confirm status manually. Unconfirmed NOT RUN yields NOT ASSESSED, not FAIL — and not a pass verdict either, which is what it used to yield.
  • Never auto-fix failures — report them and state what must be resolved. Do not attempt to edit source code or test files.
  • PASS WITH WARNINGS does not block QA hand-off — it records advisory gaps for /story-done to follow up on.
  • quick argument skips Phase 3 (coverage scan) and Phase 4 Batch 3. Use it for rapid re-checks after fixing a specific failure.
  • Use AskUserQuestion for all manual smoke check verification.
  • Never write the report without asking — Phase 6 requires explicit approval before any file is created.

Add the canonical catalog link to the repository README so users can inspect current installs and available audits. The publishing guide covers the complete discovery path.

<a href="https://skillzs.dev/skills/donchitos/claude-code-game-studios/smoke-check">View smoke-check on skillZs</a>