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13 BONES - Pre-Demo QA Pass: Combat System Clarity & Stability (PC)

Tested: 04 May 2026 โ€ข Build: 0.8.1 Beta, pre-Steam demo

๐Ÿงพ Test Overview

Introduction

This is a focused QA mini-pass on 13 BONES, tested on PC using the 0.8.1 Beta build from Itch before the Steam demo release.

The goal was to evaluate whether the core card-battler loop communicates player actions, round outcomes, status effects, and card upgrade state clearly enough for a pre-demo build.

Testing focused on:

Findings are based on short targeted sessions and are supported with a QA workbook, session notes, reproducible bug information, and gameplay evidence.

GamePlatformScope
13 BONES PC, Itch Beta build QA mini-pass focused on system stability and player-facing clarity across turn resolution, status effects, card upgrades, and damage feedback.

๐ŸŽฏ Goal

Validate whether the player can clearly understand turn outcomes, damage resolution, and applied card effects during short combat encounters.

๐Ÿงญ Focus Areas

  • Turn resolution
  • Player action consistency
  • Status effect feedback
  • Damage and outcome clarity
  • Deck composition visibility

๐Ÿ“„ Deliverables

  • QA workbook with README, charters, session notes, bug log, risk matrix, and one-line summary
  • Bug log with reproducible steps and evidence link
  • Short video evidence for the key issue
  • Developer-facing summary of validated systems and risk area

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged3
Total Bugs Logged1
Critical0
High1
Medium0
Low0
Systems Validated Without Issues2
Primary Risk AreaStatus effect and card upgrade visibility
Repro Rate1/1 observed, follow-up retest recommended

๐Ÿ“ท Evidence

Supporting evidence is included to show the issue clearly and make it easy to review.

TypeFile / Link
QA Workbook (Google Sheets) Open Workbook
QA Workbook (PDF Export) Open PDF

๐Ÿ“Œ Key Findings

Area Finding Evidence
Turn Resolution Turn system is clear and consistent; DRAW and END TURN resolve predictably with no confusion. Session Log: S01
Damage Feedback & Outcome Clarity Round outcomes and damage are clearly communicated; cause-and-effect is easy to understand. Session Log: S02
Status Effects & Feedback Clarity Status effects are clear when triggered, but selected upgrades are not consistently reflected in deck view. See Bugs Logged

๐Ÿž Bugs Logged

ID Title Severity Repro Evidence Clip/Screenshot
C03-01 Selected Card Upgrade Not Reflected in Deck Composition View High 1/1 in tested upgrade scenario Watch Clip - Upgrade Not Visible in Deck

Full bug log with repro steps, expected vs actual, and evidence: Download Bug Log (PDF)

The only issue identified in this pass was C03-01, where a selected card upgrade was not visible in the deck composition view, creating uncertainty about whether the upgrade was applied.


๐Ÿง  Risk Assessment & System Coverage

System Area Risk Level Why Risky Tested Test Depth Issues Found Notes
Turn Resolution (DRAW / END TURN) High Core loop dependency; unclear timing or behaviour would immediately confuse players. Yes Shallow to moderate; multiple rounds with varied action timing. No System behaved consistently; outcomes clearly tied to 13 threshold and manual END TURN.
Damage Feedback & Outcome Clarity High Players need to understand why they win, lose, take damage, or deal damage. Yes Moderate; tested win, bust, END TURN, player damage, and enemy damage scenarios. No Round outcomes and damage sources were clearly communicated through UI, animation, values, and direction indicators.
Status Effects & Card Upgrades High Card upgrades are core progression choices; unclear visibility breaks player trust in deck state. Yes Moderate; tested upgrade selection, curse card behaviour, reveal effect, and deck composition view. Yes Effects were clear when triggered, but selected non-curse upgrade was not visible in deck composition.

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The core combat loop is communicating well in the areas tested. DRAW, END TURN, win/loss outcomes, and damage resolution were all consistent and understandable during short encounter testing.

The main issue found in this pass is tied to card upgrade visibility. After selecting multiple upgrades, the cursed card appeared correctly in deck composition, but the Incremental Poison upgrade was not shown or confirmed. For a card-based game, that creates a player trust issue because deck state and upgrade state are central to decision-making.

Recommended next steps:


๐Ÿ“Ž Disclaimer

This is a personal, non-commercial portfolio for educational and recruitment purposes. Iโ€™m not affiliated with or endorsed by any game studios or publishers. All trademarks, logos, and game assets are the property of their respective owners. Any screenshots or short clips are included solely to document testing outcomes. If anything here needs to be removed or credited differently, please contact me and Iโ€™ll update it promptly.