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Test stage

All test lists · Test-stage task

Open the test stage

  1. Open the main menu and type tinytest on the keyboard. Do not type it into a text box.
  2. When the gameplay scene loads, press a key or gamepad button to start.
  3. Press F1 to hide or show the test controls. The panel starts on the right and can be dragged. Use the mouse to operate the controls.

The test stage uses the shared gameplay scene and a copy of a stage appearance. It starts with one player and no automatic enemy spawning. It does not run a real stage's waves. The test enemy is a modified copy of an existing enemy, with 1,000 base health.

Controls

  • Choose a character in the Character tab to restart the test with that character. Restarting clears the current run's abilities, stats and enemies.
  • In the Enemies tab, select the test enemy or an available regular or special enemy, spawn one or five, remove them, or turn automatic spawning on or off. The automatic section shows its current state. Bosses are not included in the selector. The normal stage wave spawner is disabled.
  • Turn invincibility on or off, restore health or stamina, and add damage, ammo or movement speed.
  • Open a level, special or boss reward and add rerolls. These use the normal reward system, including its existing availability rules.
  • Restart the test or return to the main menu.

Test progress uses a temporary copy of the loaded player data. The test stage blocks player-save writes, reset requests, achievements and leaderboard submission while it is active. Settings are separate and can still be changed through the normal settings screen. A test result does not award normal progress.

Checked

An isolated Linux Editor Play Mode check used simulated keyboard text to open the stage, checked that normal stage spawning was disabled and enemy choices were available, spawned and removed a test enemy, reloaded with another character, and returned to the main menu. The ready prompt had visible alpha and both gate borders used the ready sprites. A simulated R press started a reroll in the actual reward flow after the selection phase was set up for the check. The new controls page was installed in both scenes and opened, changed selection and closed in gameplay. The check confirmed that the original session and player-data object were restored, and that a test save, reset and achievement event were blocked. It did not visually inspect or click the redesigned panel, complete an ordinary reward selection, or use physical devices. The Editor also reported an existing source-generator warning. The normal Unity profile comparison showed only its package-manager log changed; package files and build settings matched their pre-check copies.

On 2026-11-03, the panel and its hidden-state reminder were moved to the right. The first offline visual check stalled during Editor startup and was stopped. A later headless check compiled the code and reported that the panel starts on the right; it also reported the other test-stage checks as passing. Unity then crashed during shutdown, so the run did not exit cleanly. The panel position, dragging and reminder still need a visual check in a player build. Package and project settings matched their pre-check copies; Unity's package-manager log changed.

Short manual checklist

The owner can stop at any failed step and report what happened. The isolated Linux build uses a temporary profile, so it may not show the owner's unlocked progress.

  • [ ] From the main menu, type tinytest. The test stage should open.
  • [ ] Check that the gate starts closed, its borders light up and the ready text appears. The timer should wait. Press a key or gamepad button to begin.
  • [ ] Check that the panel starts on the right and can be dragged. Press F1 to hide and show it; check that its text and buttons are readable and the panel can scroll.
  • [ ] Select an enemy and spawn one, then five. Remove the test enemies and check that they disappear. Normal stage waves should not run.
  • [ ] Turn automatic spawning on, wait for an enemy, and turn it off again.
  • [ ] Turn invincibility on and check that enemy attacks do not reduce health. Turn it off and check damage can happen again.
  • [ ] Restore health and stamina. Try the damage, ammo and movement-speed buttons and observe the changes.
  • [ ] Open a level reward and a special reward. Try adding rerolls, choosing a card and returning to play.
  • [ ] Spawn a special enemy and check that its glow follows the sprite. Open the special and boss rewards while walking dust is visible and check both chest animations stay in front.
  • [ ] Switch to another character. Check that the test restarts with the chosen character.
  • [ ] Restart the test, then return to the main menu.
  • [ ] If a gamepad is available, try movement, dash and the start prompt. The test panel itself currently uses a keyboard and mouse.

Record the character, action and what happened for each problem. A short video or screenshot can help with visual problems. Do not mark an ability as fully tested from this checklist alone.

Owner feedback

The owner opened the test stage and confirmed the gate starts closed. The ready text and gate lighting were missing. F1 hid and showed the panel, but the panel layout needs work. Manual enemy spawning worked; the owner saw unwanted Stage 1 spawning, could not turn it off, and could not find the automatic-spawn option. The owner asked for an enemy selector. The owner reported checklist items 6–11 worked without separate details, so do not infer individual characters, devices or ability results.

The owner also reported that the real game's R / gamepad RB reroll did not work, while other reward-selection keyboard and gamepad controls worked. The owner could not find a keybinding page or gamepad re-detection in that build. Later changes and remaining checks are recorded in controls.

Owner test build

A Linux player build with the first test-stage controls completed on 2026-11-02. The owner used that build and gave the feedback above. The later fixes and controls page have not yet been built into a new player. The build used a separate temporary profile; the normal game profile files did not change.

Still to check

  • [ ] Check the panel visually and use every button in a normal running game.
  • [ ] Check the keyword and panel in a built player on the target operating systems.
  • [ ] Check real keyboard, mouse and gamepad behavior. The test panel currently uses a keyboard and mouse; it does not have gamepad navigation.
  • [ ] Check normal rewards and individual abilities manually. A shortcut or forced reward is not proof that a normal run can offer the same reward.

Possible additions

  • Pick a specific upgrade or ability for faster manual checks, with a clear label when normal reward rules are bypassed.
  • Add bosses and allow changes to enemy health, speed and status resistance.
  • Enter exact stat values and reset them individually.
  • Add shortcuts for potions, pickups, time, boss and result screens.
  • Add two-player setup and gamepad navigation for the panel.