Skip to content

Latest commit

 

History

History
39 lines (30 loc) · 2.35 KB

File metadata and controls

39 lines (30 loc) · 2.35 KB

Playtest Checklist

Status: lightweight checklist for internal graybox sessions. This is not a formal QA plan. It exists to keep early feedback focused on the current product risks instead of drifting into feature wishlists.

Before Starting

  • Run cargo run -p app_bevy -- --scenario first_slice on a machine with GPU access.
  • If graphics are unavailable, use cargo run -p app_headless -- --list-scenarios and cargo run -p app_headless -- --load <save> --inspect-part <id> for debugging, but prioritize real windowed play when judging readability.
  • Start with no prior explanation beyond what the client currently shows.

What To Watch

  • Did the player understand how to move slices up and down?
  • Did the player notice and trust the step-by-step tutorial highlights, or ignore them?
  • Did the player understand that power requires wires touching machine power ports?
  • Did the player understand port directionality from the inspect panel and markers, or still misread which face needed the wire?
  • Did the player understand the first useful production chain without outside explanation?
  • Could the player tell why a machine was not working?
  • Could the player recover from a bad layout by using overlays, inspect text, or traces?
  • Did the player understand what stabilized_plate is for?
  • Did the camera/slice workflow feel readable enough for layered builds?
  • Did the solid graybox rendering make slice depth easier to read, or was the view still too noisy?

Good Session Artifacts

  • one short note per scenario
  • one or two save files from stuck or confusing states
  • screenshots of layouts where the player became lost
  • whether confusion was about controls, simulation rules, or objective structure

Current Questions

  • Is the quick-start guidance sufficient, or does the first playable still need stronger onboarding?
  • Is the new stepwise tutorial specific enough to get a first plate built without outside help?
  • Is the slimmed-down HUD actually less noisy, or did it hide something important?
  • Do the new HUD/tutorial/inspect cards feel calmer and easier to scan, or do they still read like debug overlays?
  • Are bottleneck traces understandable, or do they read like debug text?
  • Are starter inventories and machine timings too generous, too tight, or just noisy?
  • Does the game feel like a compact 3D factory game yet, or still like a technical prototype?