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How Many Dudes? - QA Mini-Pass: State Integrity, System Visibility & Player Feedback (PC)

Tested: 04 May 2026 โ€ข Build: v0.1.41-rc.13

๐Ÿงพ Test Overview

Introduction

This is a focused QA mini-pass on How Many Dudes?, tested on PC using build v0.1.41-rc.13.

The goal was to evaluate whether key systems remain stable and understandable during short runs, especially around run state transitions, relic feedback, shop behaviour, and progression visibility.

Testing focused on:

Findings are based on short targeted sessions and are supported with a QA workbook, session notes, bug log, risk matrix, and one-line summaries.

GamePlatformScope
How Many Dudes? PC, Steam build QA mini-pass focused on state integrity, system visibility, shop/resource clarity, and player-facing feedback in a systems-heavy autobattler.

๐ŸŽฏ Goal

Identify high-impact issues affecting player control, system trust, and clarity of progression during short autobattler runs.

๐Ÿงญ Focus Areas

  • Run state integrity
  • Exit and abandon behaviour
  • Relic feedback visibility
  • Shop and resource clarity
  • Unit progression feedback

๐Ÿ“„ Deliverables

  • QA workbook with README, charters, session log, bug log, risk matrix, and one-line summary
  • Bug log with reproducible steps, expected vs actual behaviour, and severity ratings
  • Developer-facing findings focused on reproducible and player-impacting issues
  • Risk summary showing tested systems and coverage depth

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged4
Total Bugs / Issues Logged3
Critical0
High0
Medium3
Low0
Systems Validated Without Issues1
Primary Risk AreaSystem feedback and progression visibility
Repro Rate3/3 issues observed consistently in tested scenarios

๐Ÿ“ท Evidence

Supporting evidence is captured through the QA workbook, bug log, session notes, and structured test observations.

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

๐Ÿ“Œ Key Findings

Area Finding Evidence
Run State / Transitions Exit/abandon functionality is inconsistent across states, forcing external application closure. Session Log: S01
Relics / System Interactions Relic feedback is limited and inconsistent, preventing reliable verification of system behaviour. Session Log: S02
Shop / Resource System Shop behaviour and resource interactions are clear, consistent, and function as expected. Session Log: S03
Unit Behaviour / Progression Feedback Unit upgrades and relic effects lack visible differentiation, reducing clarity of progression impact. Session Log: S04

๐Ÿž Bugs Logged

ID Title Severity Repro Evidence
C01-01 ESC / Exit functionality unavailable during gameplay and certain UI states Medium 100% N/A - Reproducible via steps
C02-01 Relic feedback is limited and inconsistent across relics Medium 100% N/A - No clear visual indicators for most relics
C04-01 Unit upgrades and relic effects lack visible differentiation during combat Medium 100% N/A - Visual behaviour consistent across runs

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

The issues found in this pass were mostly related to player control and feedback clarity rather than hard crashes or broken progression.


๐Ÿง  Risk Assessment & System Coverage

System Area Risk Level Why Risky Tested Test Depth Issues Found Notes
Run State / Transitions High Known crash and state risks in update history; affects session stability and player control. Yes Medium Yes Exit/abandon not available in all states, forcing external closure.
Relics / System Interactions High Core system with hidden behaviour; difficult to verify triggers, stacking, and impact. Yes Medium Yes Feedback is inconsistent; most relic effects are not observable during combat.
Shop / Resource System Medium Player decision-making depends on clear affordability, purchase feedback, and resource updates. Yes Medium No Behaviour was clear and consistent, with no issues observed.
Unit Behaviour / Progression Feedback Medium Player understanding of upgrades and progression depends on visible impact during combat. Yes Low to Medium Yes No visible differentiation after upgrades or relic application.

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The tested build showed stable run reset behaviour and a clear, reliable shop flow. No resource, affordability, or purchase issues were observed during the shop-focused session.

The main risks found in this pass relate to player control and system visibility. Exit and abandon behaviour is not consistently available across gameplay and UI states, and several progression systems are difficult to verify because their effects are not clearly surfaced during combat.

This is especially important for a systems-heavy autobattler where the player is expected to trust that relics, upgrades, and team changes are affecting combat outcomes. When those effects are hidden or visually unchanged, the player is left playing on faith rather than feedback.

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.