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๐ŸŽฎ QA Report โ€“ Zahav

Playtest & Feedback by ArcaTsu โ€“ Freelance Game QA Tester

๐Ÿง‘โ€๐Ÿ’ผ About Me

Hi ! Iโ€™m ArcaTsu, a freelance QA Tester currently working in the video game industry. I specialize in manual testing, UX feedback, and bug reporting, with a focus on player experience and game polish. I tested your game โ€œZahavโ€ and compiled the following structured report to help you improve clarity, balance, and functionality.

๐Ÿงช General Observations

- No sound design present โ€“ The lack of audio feedback greatly reduces the feel and impact of actions, which is especially important in an arcade/soulslike game
- Gameplay loop feels unbalanced โ€“ The boss appears too soon, before the player has a chance to engage properly with regular enemies
- Score system is not functional โ€“ Score remains locked at 9999 throughout the session
- Only one item spawns, and it appears at the very start. It can be picked up immediately, but no respawn occurs later

๐Ÿ•น๏ธ Controls & Input Issues

- No ZQSD support โ€“ Keyboard controls are locked to WASD, which is not adapted for AZERTY users
- Shield movement is inconsistent โ€“ While holding the shield (Right Click), movement only works using Arrow Keys, not with WASD
- Pause Menu is misleading โ€“ Pressing P slows down the game but does not pause it entirely. You can still take damage and die during pause
- Death during Pause causes bugs:
          - Giant zoom-in on the screen
          - Mouse cursor is offset
          - Pause menu visuals are broken

๐Ÿฉธ Combat Feedback & Health System

- Hit registration feels unreliable:
          - Player must be at a very specific range to hit enemies. Too close or too far = no damage
          - Projectiles suffer the same issue โ€“ unclear range, weird hitbox behavior
- No enemy health bar โ€“ This makes enemies feel invincible, and removes any sense of feedback or progression
- Player health bar is hard to read:
          - Located on the right edge of the screen
          - 
It should be more central or above the player to be readable during action
- Combat damage feels inconsistent:
          - Enemy sword hits do ~1/6 damage per hit
          - But player dies suddenly when they appear to have ~2/6 health remaining

๐Ÿ”„ Bugs & Technical Issues

- Controls screen disappears too fast during the initial loading phase โ€“ not enough time to read
- Post-death movement bug โ€“ Player can move for a brief moment after dying, before the game restarts
- Mage projectile persists indefinitely unless it hits something โ€“ may be intended, but creates clutter and stress if not purposeful

โœ… Suggestions & Improvements

- Add basic sound feedback: footsteps, hits, UI sounds, etc
- Rework the pause system to truly freeze gameplay
- Implement enemy HP bars, even minimal ones
- Move the player HP bar to a more visible location
- Add controller support or ZQSD detection based on locale
- Review hitbox/hurtbox logic to ensure melee and projectile combat is reliable
- Balance early gameplay flow: delay boss spawn and add more item spawns over time

Let me know if you'd like a more in-depth report. Good luck with the project โ€“ the concept has strong potential !

โ€“ ArcaTsu Freelance QA โ€“ Available on Fiverr https://www.fiverr.com/arcatsu?public_mode=true