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1 | READ ME — Battletoads QA (PC Game Pass) | ||||||
2 | Scope: 1-week functional test. Environment: Win11 • PC (Game Pass) • Build 1.1F.42718 • 1920×1080@144hz • V-Sync ON • VRR ON. Input: Xbox-layout wired controller (Dhaose 360) x2 • Keyboard (UK) Tools: OBS Studio • Xbox Game Bar • Snipping Tool • Paint (captions) • Jira • YouTube Quick nav: Overview • Test Cases • Test Runs • Summary & Metrics • Glossary | ||||||
3 | Section/Area | Session Date | Test Objective | Scope - In | Scope - Out | Session Status | Notes |
4 | Session S01 – Overview | 27/10/2025 | Sanity-verify Level 1 gameplay flows: Pause, HUD, Respawn at checkpoint, arena transition pan, audio Pause/Resume. | Pause-menu / input: open/close Pause via controller & keyboard; navigate highlight; Resume behavior HUD: elements visible and restored after Pause/Respawn Checkpoint/Respawn: death → respawn at last checkpoint with inputs active Camera: arena transition “ding” + pan; input re-enabled after pan Audio: mute on Pause; clean resume on unpause; no distortion | Later levels; online features; Co-op join/leave (move to S02); performance baselining (move to S03). | Complete | Key Risks: keyboard Pause ignored when controller active; keyboard input ignored on Pause menu Evidence Root: ADD-YOUR-PLAYLIST-URL | Jira: ADD-YOUR-JIRA-PROJECT-URL Runs Executed: • RUN-20251027-001 — TC-001 — Fail — Keyboard Esc/P do nothing; controller Start opens/closes Pause • RUN-20251027-002 — TC-002, TC-011 — Pass — HUD restored exactly after Pause across 5 cycles, HUD decreases immediately and matches internal health. • RUN-20251027-003 — TC-003 — Pass — Respawn at last checkpoint; HUD intact; camera correct; inputs active • RUN-20251027-004 — TC-004 — Pass — Ding SFX then brief camera pan; bounds unlock; proceed to next arena • RUN-20251027-005 — TC-005 — Pass — Music resumes within ~1s after unpausing; volume/mix unchanged • RUN-20251027-006 — TC-006, TC-001 — Fail — Pause menu ignores keyboard; arrows/Enter/Esc/P do nothing Next Session: Recheck co-op join/leave for edge cases (pause, disconnect) - TC-007 |
5 | Session S02 – Overview | 28/10/2025 | Complete TC-006 (Pause navigation) on controller and keyboard paths; if time remains, smoke TC-007 (Co-op join/leave). | Pause menu navigation; Settings→ Audio (controller & keyboard) Resume → Join overlay behavior; Alt-Tab focus check Keyboard-only after controller disconnect (ownership/hand-off) TC-007 smoke from Title and in-level (join/leave) Dependency: TC-006 blocks TC-007 | Later levels; online features; input remapping; accessibility options. | Complete | Key Risks: co-op join/leave state; HUD/camera sync; P1 focus retention Evidence Root: ADD-YOUR-PLAYLIST-URL | Jira: ADD-YOUR-JIRA-PROJECT-URL Runs Executed: • RUN-20251028-001 — TC-007 — Pass — P2 joins from Title; HUD/camera update; P1 focus OK; P2 leaves via own Pause → clean despawn; re-join OK; no “host remove” on P1 Pause Next Session: Performance baseline in combat, set up FPS/frametime capture - TC-008 |
6 | Session S03 — Overview | 29/10/2025 | Complete TC-008 – FPS Stability (First Arena): capture evidence + log. Queue TC-006 – Pause keyboard hand-off for next session. | Performance: FPS stability in First Arena (combat only) Measure: avg FPS, 1% low, worst frametime, spikes > 40 ms Include light camera pan transitions; no scene loads Inputs/Env: controller (XInput); keyboard if needed; 1080p@144 Hz | TC-006 Pause keyboard hand-off (queued for next session) Later levels Online features Deep graphics/audio tuning | Complete | Key Risks: frame-time spikes under combat load; camera-pan performance (spikes >40 ms: 0) Evidence Root: ADD-YOUR-PLAYLIST-URL | Jira: ADD-YOUR-JIRA-PROJECT-URL Runs Executed: • RUN-20251029-001 — TC-008 — Pass — Avg 140 FPS; 1% low 135; worst 7.4 ms; >40 ms spikes: 0 • RUN-20251029-002 — TC-008 — Pass — Dense spawns/power moves/camera pans; avg 144 FPS; >40 ms: 0 Next Session: Re-test TC-006: reproduce Pause keyboard lock with controller connected; verify Resume → Join overlay; capture Alt-Tab focus behavior; confirm keyboard-only navigation after controller disconnect. |
7 | Session S04 — Overview | 30/10/2025 | Execute TC-006 Pause Menu keyboard/ controller hand-off | From Pause, test input hand-off: keyboard ↔ controller Open Pause with controller and with keyboard Navigate Settings from Pause using keyboard (arrows/Enter) and controller (D-pad/A/B) Close Pause via Esc/P (keyboard) and B/Start (controller) | Later levels; Online/Co-op | Complete | Key Risks: keyboard Pause ignored with controller; Resume opens Join overlay; Alt-Tab retains controller focus Evidence Root: ADD-YOUR-PLAYLIST-URL | Jira: ADD-YOUR-JIRA-PROJECT-URL Runs Executed: • RUN-20251030-001 — TC-006 — Fail — With controller: keyboard P/↑/↓ ignored; Enter on “Resume” opens Join overlay Next Session: Run TC-004 (progression cue/camera pan), TC-010 (audio resume), TC-005 (Start via controller/keyboard), TC-009 (Pause nav), and verify TC-001 baseline |
8 | Session S05 — Overview | 30/10/2025 | Execute TC-004 (Post-Arena Transition) and TC-010 (Audio Pause duck/mute), one run each. | Post-arena progression: ding cue → camera pan → bounds unlock (Level 1) Audio behavior on Pause/Resume: duck/mute + resume integrity Inputs: controller (XInput); keyboard basic as needed Single-player, local; default graphics; 1080p@144Hz | Later levels / other arenas Online co-op Graphics/video option changes or perf profiling Accessibility menu | Complete | Key Risks: camera pan smoothness; audio resume integrity Evidence Root: ADD-YOUR-PLAYLIST-URL | Jira: ADD-YOUR-JIRA-PROJECT-URL Runs Executed: • RUN-20251031-001 — TC-004 — Pass — Ding cue plays [once/twice]; camera pan [smooth/jitter]; input after pan [accepted/delayed] • RUN-20251031-002 — TC-010 — Pass — Pause audio mutes; Resume audio restores clean; no distortion • RUN-20251031-003 — TC-005 — Pass — Start with controller success; back to Title; keyboard Start success; no Join overlay • RUN-20251031-004 — TC-009 — Pass — Controller+keyboard: Pause instant; highlight moves; Resume clean • RUN-20251031-005 — TC-001 — Pass — Verified via existing executions; keyboard ignored when controller active = expected Next Session: Run TC-004 (progression pan between arenas), TC-007 (Game Over → Load Checkpoint), TC-002 (short-level stability/perf cross-ref), and probe TC-008 Pause/Join-In input ownership (keyboard Enter opens Join In; check controller responsiveness); log a bug if repro. |
9 | Session S06 — Overview | 01/11/2025 | Execute TC-006 Settings → Audio navigation, TC-007 Game Over flow, TC-002 performance sanity, and TC-008 Pause focus hand-off (one run each). | Settings → Audio: open via Pause, navigate with controller + keyboard, change a value, back out, reopen (persistence check). Game Over flow: single-prompt Load Checkpoint; confirm only mapped input works; measure ~time to load. Performance sanity (short burst): Level 1 combat snippet; watch for visible stutter; no deep profiling. Pause focus hand-off: keyboard vs controller ownership on Pause; resume behavior; join-in not covered unless needed. Inputs/Env: XInput controller + keyboard; single-player local; default graphics; 1080p@144Hz. | Long-run performance / stress suites Multi-level progression Online co-op Deep graphics / audio mix tuning or balance Saves / achievements / metadata | Complete | Key Risks: input ownership on Pause/Join-In; controller unresponsive on Join In screen Evidence Root: ADD-YOUR-PLAYLIST-URL | Jira: ADD-YOUR-JIRA-PROJECT-URL Runs Executed: • RUN-20251101-001 — TC-004 — Pass — Exit ungates; camera pan right; seamless walk-in; HUD/controls intact • RUN-20251101-002 — TC-007 — Pass — Game Over: single prompt “X Load Checkpoint”; loads last checkpoint in ~3s (3/3) • RUN-20251101-003 — TC-002 — Pass — Short level; no freezes/input lag; perf steady; behavior matches prior TC-008 runs • RUN-20251101-004 — TC-008 — Fail — Keyboard Enter opens Join In; controller input dead on Join In and Pause; Esc/Enter restore |
10 | Session S07 — Overview | 06/11/2025 | Observation session. Capture first-minute flow and pause-to-control for Battletoads; compare against one same-dev title (Illusion Island, video reference) and one genre peer (TMNT); note next tests. | Inputs/Env: XInput controller + keyboard (solo); default graphics; 1080p@144Hz. Games covered: Battletoads; TMNT: Shredder’s Revenge; Disney Illusion Island (video reference). Flows: Title→New Game/Continue → First control (Battletoads); Title→ Start → First control (TMNT); Title→Play → First control (Illusion Island). Behaviour: Pause→Back to gameplay (immediate control / unintended actions). UI: HUD readability during combat (health/special/combo/score visibility). Evidence: timestamp notes; 1–2 short clips/screens per game. Save states: fresh boot and existing save (Battletoads). | No online/mp co-op or Remote Play. No controller remap tests; no keyboard-only pass. No performance/stress (fps/load). No full accessibility sweep beyond shake-off. No difficulty/balance review. No achievements/progression checks. No bug ticket creation in this session (notes only). Illusion Island: video-only (no hands-on). | Complete | Battletoads — Title→New Game: 4 presses to first control (0:07→1:12). Title→Continue: 4 presses; intro skipped (0:01→0:20). Pause→Back: immediate control, no unintended actions (0:04→0:13). HUD: info spread to corners; hard to track health/rank/combo during fights (not improved on 27" fullscreen; no UI scale). TMNT: Shredder’s Revenge — Title→Start: 6 presses to first control (0:01→3:55). Pause→Back: immediate control, no unintended actions (0:06→0:16). HUD: small, unlabelled blue/green bars; score pop-ups can obstruct. Illusion Island (video reference) — Title→Play: 13 presses to first control (0:09→3:11). Onboarding: first jump prompt appears exactly at control (3:11). Pause→Back: not observed in source video. Takeaway — Same-Genre: Battletoads is faster to first control (4 vs 6); both resume cleanly; HUD readability risks differ. Takeaway — Same-Dev: Illusion Island has higher start friction (13 presses) but shows just-in-time onboarding at control; Pause→Back TBD (video did not show). |