blushneybusiness-glitch/roblox-omniskills/rbx-qa-gauntlet

Claude Code and agent skill by blushneybusiness-glitch/roblox-omniskills

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The publish gauntlet — a seven-phase full-game bug hunt (data, security, monetization, UI, gameplay, scale, device) where every phase logs severity-rated findings and every fix is proven with a live playtest. Use when the user says "test my game", "find bugs", "QA pass", "is it ready to publish", or when bugs keep reaching players because the game has never survived a full test pass. Do not use for one known reproducible bug — load rbx-script-debug — or for frame-rate diagnosis — load rbx-perf-profiling instead.

Install

npx vskill@latest install blushneybusiness-glitch/roblox-omniskills/rbx-qa-gauntlet

SKILL.md

rbx-qa-gauntlet

Laws

  1. Sweep, then fix. Finish a phase's entire sweep and log every finding

(CRITICAL/HIGH/MEDIUM, with repro steps) before touching code. When you do fix, script_grep for sibling instances of the same pattern first — a bug found once usually lives in three places.

  1. Verified means played. Every fix re-runs the exact rbx-qa-playtest scenario that

exposed it. Re-reading the patched source is not verification; a clean console after a live repro attempt is.

  1. Bounded. Max 5 fix attempts per finding (quality-bars.md

bounded-loops law), then park it as OPEN with the smallest repro case. Each phase runs once; survivors go in the report, not into an endless loop.

  1. Server authority is the lens. Any gameplay value a client can set — currency, damage,

position claims, purchase results — is a CRITICAL finding even without a demonstrated exploit. Clients are hostile; that is the axiom, not the conclusion.

Passes

  1. Data — script_grep for GetAsync|SetAsync|UpdateAsync without pcall + retry;

confirm BindToClose exists and saves; hunt the default-then-overwrite wipe pattern. Live check: play, earn something, stop, replay — the value must come back.

  1. Security — enumerate every remote via search_game_tree, read each OnServerEvent/

OnServerInvoke handler for type, range, and ownership validation plus a rate limit. More than 10 remotes or anything suspicious → chain rbx-security-audit for the deep pass.

  1. Monetization — ProcessReceipt order is grant → save → PurchaseGranted; ownership via

UserOwnsGamePassAsync in pcall, cached per session; prompt-test each product once in Studio. A 0 -- TODO placeholder id is a logged finding, never a silent pass.

  1. UI — open every screen over every other screen; spam-click buy/close buttons 10 times

in 2 seconds; screen_capture a 375-wide emulated spot check for overlap and clipped text.

  1. Gameplay — 10-minute core-loop run through rbx-qa-playtest, then edge probes: die

mid-cutscene, buy at 0 currency, leave mid-trade, rejoin mid-round, spam the main action.

  1. Scale — load rbx-qa-scale; multi-client test at 4+ players, one deliberately

throttled client, join/leave churn, and a 30-minute soak watching for climbing memory.

  1. Device — load rbx-qa-devices; emulation sweep across phone/tablet/console presets

plus the quality-level-1 fairness check (can you still see the killbrick?).

Performance budget

Each phase caps at 15 execute/console cycles before it must produce its findings list. Playtest scenarios ≤ 5 minutes each except the soak. Frame verdicts cite numbers against real budgets — 16.7 ms/frame for the 60 FPS desktop target, 33.3 ms floor on low-end mobile — never "feels fine". The full report ships even if fixes are still open.

Load with

rbx-qa-playtest, rbx-qa-scale, rbx-qa-devices — don't ask, include them; the gauntlet is hollow without all three. Phase-2 depth: rbx-security-audit. Fix loops: rbx-script-debug. Exit gate after the gauntlet: rbx-publish-checklist, with dashboard steps flowing to rbx-publish-settings.

AI-tells

  • ☐ A PASS verdict with no playtest run behind it
  • ☐ A phase skipped because the game "looks simple"
  • ☐ A fix applied mid-sweep without grepping for sibling instances
  • ☐ A race "closed" with task.wait(3) instead of fixing the dependency
  • ☐ The scale phase run single-client
  • ☐ Monetization marked PASS while CONFIG still holds 0 placeholder ids
  • ☐ Findings without severity ratings or repro steps
  • ☐ execute_luau fired while play mode was running

Memory

Read: the game's projects.md block (known fragile systems, prior gauntlet results, product ids). Write: the per-phase verdict table and every OPEN finding into the game's projects.md block; publish blockers into its manual steps pending: queue; a bug pattern seen in 2+ games gets promoted to a law in preferences.md.

Security

  • Security scanPassed, 95 of 100Pattern checks on the skill's files.
  • Model reviewPassed

Quality evaluation

  • Task evaluationNot runNo evaluation yet. Run one in Skill Studio.

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