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Testing Tiny Chaos

Use these focused lists to record what works and what still needs a check. A passing check covers only the steps described. It does not guarantee the whole feature works.

Test What it covers
Selected-player build Setup and checks for the next private candidate.
Abilities All 121 entries in the historical ability inventory, checked effects and items without a recorded behavior check.
Empty ability scripts Scripts with empty class bodies and where their effects may be handled.
Game flow and test stage Starting, combat, rewards, endings, retry and the short test setup.
Test stage controls Opening and using the playable test setup.
Controls Keyboard, gamepad, remapping and reconnecting devices.
Saves Player progress, migration and settings.
Enemies, effects and items Enemy combat, status effects, pickups and object reuse.

How to record a result

Write who tested it, what they did, and what happened. Include the character, device, game version, and date if known. Mark a result as partial when it only covers one effect or uses a shortcut. Leave unknown details blank rather than guessing.

The owner prefers to test further abilities manually for now. Do not use real stages for agent tests; use the short test setup and borrowed stage appearance. Never use a real player save for automated checks.

Older detailed reports

The playable-path history, first ability import report, and Unity CLI history keep the original evidence and limits. They include earlier plans and results that may be outdated. Older numbered reports remain in stabilization.