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Short test stage and enemy

Status: in progress.

Goal

Make short, isolated checks possible without running a real stage or using the owner's save.

To do

  • [x] Add an Editor-only short setup that borrows stage appearance and uses a test enemy and temporary save.
  • [x] Exercise combat, a reward, a forced clear, death and retry; support selecting a character and appearance.
  • [x] Add a main-menu keyword and a first in-game control panel to the shared scene. The test run uses a temporary player-data copy and blocks progress saving, reset, achievements and leaderboard submission.
  • [x] Check keyword entry, test-enemy spawning and removal, character restart and restoring the original session and player data on return in an isolated Linux Editor run.
  • [x] Split the panel into sections, add a regular-enemy selector and explicit automatic-spawn switch, and disable normal wave spawning in the test stage. An isolated Editor check covered the source setup and enemy options.
  • [ ] Inspect the redesigned panel in a normal player window and use every control, including normal rewards.
  • [ ] Check real keyboard, mouse and gamepad input. The panel currently uses keyboard and mouse.
  • [ ] Consider direct ability selection and other additions listed in the test-stage guide.

The owner prefers to test further abilities manually. Do not expand automated ability behavior testing for now. The redesigned panel has not been visually checked in a player build. Forced events and simulated input have limits; see game flow tests.