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🎮 QA Report – PROXY

Playtest & Feedback by ArcaTsu – Freelance Game QA Tester

🧑‍💼 About Me

Hi! I’m ArcaTsu, a freelance QA Tester currently working in the video game industry. I specialize in manual testing, UX/controls review, and bug reporting with a focus on clarity and polish. I tested PROXY (browser version) and compiled the following feedback to help you spot issues and improve the player experience.

You’ve done an impressive job as a new developer using Pygame — the atmosphere is charming, and your effort shows. Below is my detailed report to help you learn and push the project further if you choose to revisit it.

🧪 General Observations

- The game runs and loads properly in browser, though save/load is not functional, as expected (and correctly communicated in the game description)
- Story and atmosphere are simple but effective, especially for a learning project
- The mission system (X) works, and the dialogue interaction (Z) is functional in most cases
- Multiple endings based on choices

🧭 Controls & Input Feedback

- Interaction key is W, which is inconsistent with the description and unintuitive for most players (expected Z)
- Dialogue choices correctly use Z, and W has no effect here
- Holding multiple movement keys simultaneously increases the animation speed, which feels unintentional and unrealistic

Suggestion: stick to W/X/Arrow keys consistently for all actions, and unify input handling.

📋 UI & Menu Behavior

- Load Game always starts a new game, even if no previous session was launched.
- Load Game is placed below New Game, which is non-conventional and a bit confusing for players.
- "EXIT" immediately closes the game – this is functional but maybe abrupt without a confirmation screen.

🧱 Progression & Game-Breaking Bugs

- Critical bug: During interaction with the queen:
         - If the player chooses "Don’t help" → "Don’t change mind" → then "Change mind",
         - The dialogue breaks, and the player can no longer interact with the queen, causing a softlock (progression blocked)
- Revisiting this interaction logic and testing branching options would help prevent logic dead-ends

🧱 Map & Collision Issues

- In the bottom of the map, the rightmost wall lacks collision
          - If the player keeps walking right from the previous tile, they can walk and go to the tile on the right and get into the wall and get stuck with no way to escape
Suggestion: review and reinforce collision layers in edge tiles

🔇 Audio Feedback

- Music is present and sets a basic tone
- No SFX are implemented (e.g., footsteps, interactions, UI sounds)
Suggestion: even minimal sound cues can significantly improve player feedback and immersion

Summary of Issues & Suggestions

- Controls: W used for interaction instead of Z (confusing)
- Menu Behavior: Load Game always starts a new session
- Progression; Queen interaction can softlock the player
- Animation: Movement animation speeds up when pressing multiple directions
- Collision: Tile bug on bottom-right of the map causes player to get stuck
- Audio: No sound effects – only music present

Feel free to reach out if you want further feedback or support!

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

(+1)

Thank you so much for your feedback. It means a lot. I will take all of your suggestions into consideration (I’m on a work trip so it’ll be a bit before I get to it.) As for W as interact, that’s a bug. I’ll fix that soon.

Again, thank you very much for giving some time to my game.

Hey, thank you so much for your kind words !

It was a pleasure testing PROXY — you've done a great job, especially considering it's a learning project. Glad to hear you'll be able to fix the interaction key bug quickly ! Take your time with the rest — game dev is a marathon, not a sprint ;)

No problem!

After some further testing, I've found out Z does work for interaction and W does not. I don't know what caused it in your situation, but I will be sure to fix it if I find out what the root of the issue is.

I apologize for the notification spam, but I'm testing each of your suggestions procedurally and I wanted to ask if you could elaborate on what you mean by the bottom-right rightmost wall. I went to the very bottom of the map at the right and the collision seems to work fine. Also, as far as the issue with progression softlocking if you choose certain things in the early Queen dialogue, it technically doesn't softlock you it just doesn't give you the next mission, which I've begun working on.

Hey no worries at all for the notifications - it's actually great to see someone so actively working on improvements!

Regarding the collision bug on the bottom-right wall: I just retested it recently and it seems like the issue is no longer present. So it might’ve been a sneaky fix along the way - in any case, it’s working fine now on my side!

Also, I did a quick full playthrough while checking the issue, and I was genuinely surprised by the updates - lots of positive changes since my last test. Really nice progress, keep it up !

(+1)

That's awesome!! I did actually fix the collision issue without telling you, my apologies. Glad to hear you like the improvements!