Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The issue is that the game isn't necessarily in a state that a clean run through would be successful, we need to start there, then worry about the edge and corner cases.

(1 edit)

For beta testing; I see it the other way. It's better to not know what needs to be done and click random things and see if it breaks something or creates an unexpected result.

That's my thinking anyway. Certainly not the right and only way - just how my brain thinks when I am asked to beta something. :)

(+1)

I think for beta testing both are equally important. It's important to see if you can actually complete the game with a various assortment of machines it is now currently being tested as well as how the game behaves when the player does something unexpected.

(+2)

Were this a beta test, I'd agree. but as the initial release was not completable, I'd say we are still in the alpha phase. No need to point out that the AM/FM switch is reversed in a car if the engine cuts out after a mile.

(+1)

I agree with this. This is not beta testing at all, or even alpha testing really. We're doing what amounts to QA testing that a software team would normally do before a release of any kind. QA testers have test cases to go through so they know what's broken and what's FAD. We don't need a "walkthrough", we need test cases.