| name | game-testing-polish |
| description | Use when planning or executing game QA, playtesting, balance, usability, compatibility, accessibility, localisation, save migration, regression, bug triage, polish prioritisation, alpha, beta, or release-candidate gates. |
| metadata | {"portable":true,"compatible_with":["claude-code","codex"]} |
Game Testing and Polish
Treat polish as a discipline-level definition of done and testing as a continuous evidence system, not a late bug hunt.
Prerequisites
Load the build manifest, acceptance criteria, risk register, performance budgets and owning implementation skills.
Use When
- Creating test plans, device matrices, playtests, bug reports, balance experiments, polish backlogs, external QA packs, alpha/beta/RC gates, or release verdicts.
Do Not Use When
- The request is only to implement a feature; pair with the owning skill and return here for verification.
Required Inputs
Build ID, acceptance criteria, risks, systems/content map, device/localisation/accessibility matrix, known issues, telemetry, performance budgets and release stage.
Workflow
- Build a risk-based test matrix across unit/component, integration, gameplay, UX, save/lifecycle, device, performance, localisation, accessibility, monetisation/ads, privacy/safety, compliance and regression.
- Automate deterministic rules, schema validation, build smoke and repeatable flows; preserve exploratory and fresh-player testing for human judgement.
- Run playtests with hypotheses, target cohorts, consent, observed behaviour and non-leading debriefs. Separate comprehension, appeal, learning, culture, wellbeing, ad interruption/trust and commercial questions.
- Record defects with build/device, preconditions, exact steps, expected/actual, frequency, severity, evidence, owner and retest scope.
- Tune one data variable per experiment, keep the change log, and retest dependent systems.
- Rank polish by frequency, visibility, severity, thematic importance, accessibility and cost.
- Gate alpha, beta and release candidate with explicit entrance/exit criteria and independent verification.
Quality Standards
- Keep the mainline releasable and identify every test result with an immutable build.
- Use fresh players; developer familiarity is not usability evidence.
- Do not send unstable, untriaged builds to external QA.
- Test install/update, corruption, nearly full storage, offline, permission denial, suspend/resume, localisation expansion and long-session thermal behaviour.
- Identify evidence as documented, prototype-observed, build-executed, device-measured, player-observed or accountable-expert-approved; never imply a stronger class.
- For each ad placement test load, disclosure, input/focus, decline/close, reward, cap/pace, pause/resume, save/recovery/exit, no-fill/offline/SDK failure, child treatment, accessibility and kill switch on real devices.
Anti-Patterns
- “Feels polished” as acceptance. Fix: discipline-specific criteria and evidence.
- Severity based on developer inconvenience. Fix: player impact, reach and recovery.
- Balance changes without versioned data. Fix: one-variable experiment log.
- Closing bugs without independent retest. Fix: verify exact build and regression area.
- Testing only happy path. Fix: destructive and recovery scenarios.
- Passing an ad because it renders. Fix: test expectation, interruption, accidental tap, coercion, regret and trust with the real game flow.
Outputs
Test strategy/matrix; automated and manual evidence; playtest protocol/findings; bug register; balance log; polish backlog; alpha/beta/RC gate report; residual-risk handoff.
References
Decision Rules
| Stage | Cannot advance while |
|---|
| Prototype | Core action is not understood or enjoyable |
| Vertical slice | Representative pipeline, performance or cultural gate fails |
| Alpha | Core systems or full completion path is missing |
| Beta | Major compatibility, balance, localisation or accessibility defects remain |
| RC | Build is non-reproducible or blocker/critical risks are unresolved |
| Any ad/economy gate | Privacy, child safety, accessibility, stopping, fairness or trust fails, regardless of revenue |
Read Next
Use lean-game-product-development for hypothesis and pivot decisions, then mobile-game-release-liveops for signing, store, rollout and support readiness.