Infinitavern QA Mini-Pass Banner

Infinitavern - First-Time Core Loop Clarity & Interaction QA Pass (PC)

Tested: 03 May 2026 โ€ข Build: Steam Demo, with Itch comparison

๐Ÿงพ Test Overview

Introduction

This is a focused QA mini-pass on Infinitavern, tested on PC using the Steam demo, with a brief Itch build comparison for early-state behaviour.

The goal was to evaluate whether the opening experience clearly communicates the income loop, whether UI layout behaviour can be validated across display states, and whether interaction remains responsive when switching rapidly between objects.

Testing focused on:

Findings are based on direct testing and are supported with session notes, reproducible steps, and short evidence clips.

GamePlatformScope
Infinitavern PC, Steam Demo QA mini-pass focused on early core loop clarity, income generation feedback, UI display constraints, and interaction responsiveness under rapid input.

๐ŸŽฏ Goal

Check whether the player can understand how income is generated and whether early progression is clearly communicated during the first-time experience.

๐Ÿงญ Focus Areas

  • Core loop communication
  • Income generation feedback
  • UI display constraints
  • Panel interaction and state sync
  • Input responsiveness under rapid interaction

๐Ÿ“„ Deliverables

  • QA workbook with README, charters, session notes, bug log, risk matrix, and player experience notes
  • One-line findings summary for quick review
  • Bug log with reproducible steps and evidence links
  • Short video evidence for key findings

๐Ÿ“Š Metrics

MetricValue
Total Sessions Logged3
Total Bugs Logged2
Critical0
High1
Medium1
Low0
Display Limitation Observations1
Player Experience Findings3
Primary Risk AreaFirst-time core loop communication and interaction responsiveness
Repro RateCore loop issue observed during first-time session and compared against relaunch behaviour; rapid input issue was consistent under stress conditions

๐Ÿ“ท Evidence

Supporting evidence is included to show the issues clearly and make them easy to review.

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

๐Ÿ“Œ Key Findings

Area Finding Evidence
Core Loop / Economy First-launch state does not initialise idle income or communicate the core loop, leading to different behaviour vs relaunch. See Bugs Logged
UI / Display UI scaling behaviour cannot be validated due to fixed aspect ratio and lack of display options. Session Log: S02
UI / Interaction Rapid switching between interactables causes delayed or missed input. See Bugs Logged

๐Ÿž Bugs Logged

ID Title Severity Repro Evidence Clip/Screenshot
C03-01 First-time session does not initialise idle income and lacks core loop communication High Observed once on first-time session; unable to revalidate locally due to first-launch state not resetting Watch Clip - First-run vs Relaunch Income Behaviour
C02-01 Rapid switching between interactables causes delayed or missed UI input Medium Consistent under rapid switching input Watch Clip - Rapid Interaction Input Delay

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

The strongest issue was C03-01, where the first-time session did not initialise idle income in the same way as subsequent sessions and did not clearly explain the income loop. C02-01 showed a separate interaction risk where rapid switching between objects caused delayed or missed input.


๐Ÿง  Player Experience Notes

Moment Player Expectation Actual Experience Friction Type Impact Severity
First launch after onboarding dialogue Clear indication of how to generate income and begin progression. No visible or communicated income source; coins only increase through random interaction, such as clicking the waitress. Core Loop Clarity / Onboarding Gap Player does not understand how to progress and may assume the game is non-functional or slow. High
After relaunching the game Same behaviour as the initial session. Coins begin increasing automatically without input. State Inconsistency Different behaviour across sessions undermines player understanding of how the income system works. High
Rapid interaction between objects All clicks register consistently and UI responds immediately. Some clicks are delayed or not registered when switching quickly between interactables. Input Responsiveness Player may feel controls are unresponsive or unreliable during active play. Medium

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The highest-risk area in this mini-pass is the first-time core loop experience. On first launch, income behaviour is not clearly communicated and differs from the behaviour observed after relaunching the game.

The most important issue is that idle income does not appear to initialise during the first session, while subsequent sessions begin with accumulated coins and passive income behaviour. This makes the core loop difficult to understand at the exact moment the player needs guidance.

Interaction responsiveness is also a player-facing issue. Rapidly switching between interactable objects while clicking can cause delayed or missed input, which may make the UI feel unreliable during active play.

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.