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Runic Tower - QA Pass (PC)

Tested: 29 Apr 2026 โ€ข Build: v1.7.0.0

๐Ÿงพ Test Overview

Introduction

This is a focused QA pass on Runic Tower, tested on PC using build v1.7.0.0.

The goal was to check how clearly the game communicates its systems after the recent update, especially during active gameplay.

Testing focused on:

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

GamePlatformScope
Runic Tower PC, live build v1.7.0.0 Targeted QA pass focused on onboarding clarity, ability feedback, Background and Aspect consistency, Player vs Tower assignment, and system clarity under gameplay pressure.

๐ŸŽฏ Goal

Evaluate whether onboarding, abilities, and build systems are understandable to the player, and whether updated systems behave consistently during real gameplay.

๐Ÿงญ Focus Areas

  • Onboarding and first-time player clarity
  • Active vs passive ability feedback
  • Background and Aspect system behaviour
  • Player vs Tower ability assignment
  • Combat readability under overlapping effects

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 Logged2
Total Bugs Logged4
Critical0
High2
Medium2
Low0
Primary Risk AreaSystem clarity and Background/Aspect consistency
Repro RateVaried by issue, including 3/3 and inconsistent behaviour across runs

๐Ÿ“ท Evidence

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

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

๐Ÿ“Œ Core Project Findings

Area Finding Evidence
Onboarding Core controls and gameplay flow are not communicated, forcing players to rely on guesswork to begin playing. S001 session results
Ability Feedback Active abilities are readable, but passive effects and system-driven behaviour are unclear and not communicated. S002 observations
System Behaviour Background and Aspect systems are inconsistent, with selections not reliably reflected in HUD or gameplay. RT-C02-003 clip
Ability Assignment Abilities are assigned between Player and Tower without clear rules or player control. RT-C02-004 clip
Combat Clarity Overlapping effects reduce clarity, making it difficult to track cause-and-effect during gameplay. S002 observations
Audio Feedback Ability audio is minimal and does not meaningfully support player understanding. S002 observations

๐Ÿž Bugs Logged

ID Title Severity Repro Evidence Clip/Screenshot
RT-C02-001 [Clarity][Systems] Background and Aspect effects are not distinguishable during gameplay Medium 3/3 RT-C02-001 evidence clip
RT-C02-002 [Clarity][Systems] Background and Aspect are mapped to Passive/Active abilities without explanation Medium 1/1 View Screenshot
RT-C02-003 [Functional][Systems] Selected Aspect does not match loaded Aspect in gameplay High 1/1, requires further validation RT-C02-003 evidence clip
RT-C02-004 [Functional][Systems] Aspect abilities inconsistently assigned to Player or Tower High Inconsistent, observed across multiple runs View Screenshot

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

The strongest functional issue was RT-C02-003, where the selected Aspect did not match the Aspect loaded in gameplay. RT-C02-004 expanded the system risk by showing that ability assignment between Player and Tower was not clearly communicated and behaved inconsistently across runs.


๐Ÿง  Player Experience Notes

Moment Player Expectation Actual Experience Friction Type Impact Severity
First Launch โ†’ Initial Control Discovery Basic controls for movement, attack, and abilities are introduced or immediately understandable through prompts or feedback. Movement can be guessed using WASD, but no instructions are provided. Attack and ability inputs are unclear, forcing the player to open the settings menu to understand how to interact with the game. Onboarding Failure โ†’ Missing Core Input Communication Player cannot begin meaningful interaction without leaving gameplay. Early experience relies on guessing, creating confusion and breaking engagement flow. High
First Run โ†’ Combat & Ability Use Abilities and combat actions provide clear feedback, allowing the player to understand what actions do and how they affect gameplay. Abilities are readable when used directly, but passive effects are not communicated. Background and Aspect systems are unclear, with effects not distinguishable and no indication of which system triggered an outcome. Behaviour is inconsistent across runs, including mismatches between selected and loaded abilities. Feedback Clarity Failure โ†’ Ability Readability & System Clarity Player cannot reliably link input to outcome or understand how systems interact. Build decisions feel unreliable due to inconsistent behaviour, reducing confidence and clarity during gameplay. High
End of Run โ†’ Defeat Screen Clear feedback explains why the run ended and how selected systems contributed to the outcome. Defeated screen displays stats and ability breakdown, but includes inconsistent or unexplained ability assignment between Player and Tower, with no clear indication of what caused failure or how systems contributed to the outcome. Feedback Failure โ†’ Unclear Failure State Player cannot learn from failure. Results are shown without enough explanation to understand what happened during the run or how to improve. High

๐Ÿ“ˆ Results


๐Ÿ” Key Points for the Developer


๐Ÿ”š QA Summary & Next Steps

The main issue in this build is weak system clarity. Active abilities are readable, but passive effects and system-driven behaviour are not clearly communicated, making it difficult to understand what is happening during gameplay.

A key functional problem is that selected Aspects do not reliably match the behaviour loaded in-game. This is confirmed through both HUD display and ability behaviour, making it more than a visual issue.

Build control is also unclear. The relationship between Background, Aspect, passive and active roles, and Player vs Tower assignment is not explained well enough for players to make informed decisions.

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.