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Game flow and short test stage

All test lists · Detailed history

Checked

  • A Linux test build reached gameplay from the main menu. Combat, a level-up reward, death, return to menu, Play Again and pause-menu return were observed. It used an isolated save and offline services. The owner played part of this build.
  • An automated short run used a temporary stage setup and test enemy. It checked enemy spawn, damage in both directions, a reward, a clear result, an isolated save, retry and game over. The boss, end timer and player death were forced.
  • The short run checked that the gate was closed and the timer stayed stopped until a simulated keyboard press. Retry used a simulated gamepad press.
  • All seven character assets spawned with their assigned weapon and starting ability and could move and dash. One starting effect per character was observed; see abilities.
  • One automatic check revived a player after death was invoked directly, while the other player remained alive.
  • A focused Unity check passed 12 reward eligibility and card-count cases after the old AbilityType check was removed. It checked the three-card default and independent player modifiers with disposable data; the unfinished Quartet content was not enabled or played.
  • A Linux IL2CPP player build succeeded after the ability cleanup. The build was not played; it does not establish game flow or ability lookup in the built player.
  • An isolated Linux Editor Play Mode check entered the new test setup using simulated typed input, spawned and removed its test enemy, reloaded with another character, and returned to the menu. It checked that the original player data and session were restored and that a test save/reset and achievement event were blocked. This did not inspect the panel visually, test the reward buttons or use real devices.

Still to check

  • [ ] Visually inspect the gate from the first frame through press-to-play, retry and return in a player build. Check with a real gamepad too.
  • [ ] Check the test-stage panel and return in a normal player window.
  • [ ] Check normal reward interaction and presentation with real controls. A forced card selection does not prove physical input works.
  • [ ] Check natural boss defeat and stage completion when appropriate. Agent tests must not run real stages or claim to assess their balance or feel.
  • [ ] Check Windows/Steam and online services separately. The Linux build used an isolated offline profile.

The automated short test can select a character and one of three appearances. The new interactive test setup borrows the first appearance and uses the shared scene; see test-stage controls. Neither runs a real stage’s waves.