Corpus Et Spiritus Banner

Back to QA Services

Corpus Et Spiritus - QA Pass (PC)

Tested: 28 Apr 2026 โ€ข Build: 2026.03.27.1

๐Ÿงพ Test Overview

Introduction

This is a focused QA pass on Corpus Et Spiritus, tested on PC using build 2026.03.27.1.

The goal was to check input reliability and whether card behaviour and state changes remain clear during gameplay, especially under rapid interaction.

Testing focused on:

Findings are based on direct testing and supported by reproducible behaviour and evidence.

GamePlatformScope
Corpus Et Spiritus PC, build 2026.03.27.1 Targeted QA pass focused on card resolution, input handling, card lifecycle clarity, and system stability under rapid gameplay interaction.

๐ŸŽฏ Goal

Validate whether card interactions remain stable under sequential, rapid, and mixed inputs, and identify whether any interaction patterns cause inconsistent card activation or loss of player control.

๐Ÿงญ Focus Areas

  • Card resolution and state integrity
  • Click vs drag input behaviour
  • Rapid and repeated interaction pressure
  • Card lifecycle clarity
  • Player understanding of playable vs recyclable states

๐Ÿ“„ Deliverables

  • QA workbook with README, charters, session notes, bug log, risk matrix, and STAR summary
  • One-line findings summary for quick review
  • Bug log with reproducible steps and evidence link
  • Player experience notes covering clarity and input friction

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged2
Total Bugs Logged1
Critical0
High0
Medium1
Low0
Primary Risk AreaInput reliability and card lifecycle clarity under rapid interaction
Repro RateIntermittent, occurs under rapid repeated input

๐Ÿ“ท Evidence & Media

These artefacts support the project findings and provide traceability from testing to outcomes:

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

๐Ÿ“Œ Core Project Findings

Area Finding Evidence
Card Resolution & State Integrity Card execution is stable under sequential and rapid play with no state breaks or unresolved actions. S001 session results
Input Handling: Click vs Drag Rapid clicking introduces input instability, causing failed triggers and unintended multi-card activation on subsequent drag. B001 clip
Card Lifecycle Clarity Card state transitions, especially playable vs recyclable states, are not clearly communicated, reducing player understanding despite consistent behaviour. S001 and S002 observations

๐Ÿž Bug Logged

ID Title Severity Repro Evidence Clip
B001 Rapid clicking causes input instability and inconsistent card activation on subsequent drag Medium Intermittent, occurs under rapid repeated input B001 evidence clip

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

This was logged as an input handling issue. Rapid clicking causes cards to vibrate and not trigger. Subsequent drag interactions may fail or trigger multiple cards unexpectedly, suggesting conflicting input states between click and drag behaviour.


๐Ÿง  Player Experience Notes

Moment Player Expectation Actual Experience Friction Type Impact Severity
Onboarding / Tutorial Visibility Tutorial should be clearly surfaced and positioned as the starting point for new players. Tutorial exists but is not clearly presented as the required or recommended starting step. Player can enter gameplay without understanding core systems. Discoverability Players may skip the tutorial and enter gameplay without sufficient understanding, leading to confusion and poor first impressions. Medium-High
Core Objective Clarity Game should communicate a clear goal, win condition, or progression direction. Core mechanics are explained, but the overall purpose of gameplay and player objective is unclear. Comprehension Player may engage with systems without understanding purpose, reducing motivation and decision quality. Medium
Card Availability / Lifecycle Card availability state should be clearly communicated and understandable to the player. Cards become greyed out and only recyclable without clear explanation of the condition or trigger causing the state change. Comprehension Player cannot understand why cards become unusable, reducing predictability and decision-making. Medium
Rapid Interaction Inputs should trigger consistently, and each interaction should only activate the selected card. Rapid clicking causes cards to fail to trigger. Subsequent drag interactions may fail or activate multiple cards unexpectedly. Responsiveness Reduces player trust in input reliability and makes fast interactions feel inconsistent or uncontrollable. Medium

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

Card resolution is stable under normal and sequential play. No state breaks, unresolved actions, or permanent loss of control were observed during standard interaction.

The main issue is input handling under rapid interaction. Repeated clicking causes cards to vibrate, fail to trigger, or behave inconsistently. Drag interactions can also fail or activate multiple cards unexpectedly.

Clarity is also a problem. Card states, especially playable versus recyclable behaviour, are not clearly communicated, making it harder to predict outcomes during decision-making.

Recommended next steps:


Need Someone to Test Your Game?

If you have a demo, early build, or update that needs testing, message me on Discord or email with your platform, build, and what youโ€™d like checked.


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.