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.
- Run
cargo run -p app_bevy -- --scenario first_sliceon a machine with GPU access. - If graphics are unavailable, use
cargo run -p app_headless -- --list-scenariosandcargo 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.
- 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_plateis 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?
- 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
- 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?