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Cult of PiN - QA Pass (PC)

Tested: 25โ€“26 Apr 2026 โ€ข Build: v0.11 Demo

๐Ÿงพ Test Overview

Introduction

This is a focused QA pass on the Cult of PiN demo, tested on PC using build v0.11.

The goal was to check how clearly the game communicates its systems during gameplay, especially when multiple mechanics trigger at once.

Testing focused on:

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

GamePlatformScope
Cult of PiN PC, v0.11 Demo Charter-driven exploratory QA focused on ritual clarity, system interaction, timing behaviour, visual feedback, and progression flow under real gameplay conditions.

๐ŸŽฏ Goal

Evaluate a live demo build using short, focused exploratory sessions targeting the highest-risk systems: rituals, overlapping effects, timing transitions, and end-to-end run flow.

๐Ÿงญ Focus Areas

  • First-time player clarity and UI feedback
  • Ritual system behaviour and communication
  • Timing and state transitions under pressure
  • System stacking and overlapping effects
  • Progression and run flow integrity

๐Ÿ“„ Deliverables

  • QA workbook with README, session notes, bug log, risk matrix, and STAR summary
  • One-line findings summary for quick review
  • Bug log with reproducible steps and evidence links
  • Short gameplay clips and screenshots used as supporting evidence

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged5
Total Bugs Logged1
Critical0
High0
Medium0
Low1
Primary Risk AreaPlayer-facing clarity under overlapping systems
Repro RateSpare Change colour mismatch = 100%

๐Ÿ“ท Evidence & Media

These artefacts support the project findings and provide full 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
Clarity & Feedback Core systems such as rituals, glyphs, and upgrades lack clear explanation and feedback, increasing cognitive load. S001 findings + screenshots
Ritual System Ritual mechanics function correctly but are not clearly communicated, requiring player inference. S002 findings + ritual progress screenshots
Timing & Transitions No timing defects were observed. Systems behaved consistently under pressure. S003 session + overlap clip
System Overlap Multiple systems trigger correctly but lack clear cause-and-effect feedback during high overlap. S003 overlap clip
System Stacking Active systems such as rituals, multiball, and multipliers interact consistently with no conflicts or scaling issues. S004 session
Progression & Run Flow Run flow from start to completion is consistent, with reliable progression, rewards, and clean transitions. S005 session
Visual Consistency Spare Change effect colour does not match UI colour coding, reducing clarity during gameplay. S004 bug + screenshots

๐Ÿ’ฌ Developer Feedback

Feedback received from the developer following this QA pass:

โ€œThis is top tier professional level feedback. The formatting and presentation is as good (if not better) than QA analysis Iโ€™ve worked with before from major companies, and Iโ€™ve been doing this for over a decade.

Youโ€™re absolutely spot on about the colours, and this will drive improvements to information clarity.

I would absolutely love to run future builds past you again, and Iโ€™d be more comfortable paying for this level of testing.โ€

โ€” Kenny, kennymakesgames (Developer, Cult of PiN)

๐Ÿž Bug Logged

ID Title Severity Repro Evidence
S004_C01_B01 Spare Change effect colour does not match UI colour coding Low 100% Spare Change UI (purple) Spare Change effect (red/yellow)

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

This was logged as a visual feedback issue rather than a mechanics defect. Rituals establish clear colour mapping between UI and in-game effects, but Spare Change breaks that mapping by appearing purple in the HUD while using red and yellow gameplay effects.


๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The build is mechanically stable across timing, stacking, and progression. No interaction conflicts or progression blockers were observed during this pass.

The main issue is clarity during gameplay. Systems often work correctly, but overlapping effects make it difficult to understand cause-and-effect in fast situations.

The Spare Change colour mismatch highlights this problem. Even small inconsistencies in visual mapping can reduce recognition speed and increase confusion during play.

Recommended next steps:


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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.