| A | B | C | D | E | F | G | H | I | J | K | |
|---|---|---|---|---|---|---|---|---|---|---|---|
1 | To be completed by the group | To be completed by the testers | EIP Advisor | ||||||||
2 | Functionnality | Category | Objective | Prerequisites | Steps | Expected results | Developpement status | Conformity | Tester feedback | EIP Advisor compliance | Feedback |
3 | Options Menu | User interface | Verify Options menu functionality and navigation. | 1. Start game. 2. Click 'Option' button. 3. Adjust volume. 4. Click 'Cancel' button. | 1. Camera moves to Options table. 2. Volume is adjustable. 3. 'Cancel' returns camera to start position. | Done | |||||
4 | Level Select Navigation | User interface | Verify navigation to Level Selection screen. | 1. Start game. 2. Click 'Play' button. 3. Move left (keys/joystick). 4. Press 'Enter' | 1. 'Play' starts cinematic & loads scene. 2. Moving left moves camera to 'Level Selection'. 3. 'Enter' opens the level list | Done | |||||
5 | Level Select Interact | Critical feature | Verify level icon interaction and level launch. | Level Selection menu is open. | 1. Hover cursor over an unlocked level icon. 2. Hover cursor over a locked level icon. 3. Click an unlocked level. | 1. Unlocked icon "grooves" on hover. 2. Locked icon does not "groove". 3. Clicking the level launches the level. | Done | ||||
6 | Banner Visuals | User interface | Check banner visual feedback when hovering and selecting. | Level Selection menu is open. | 1. Start level. 2. Hover cursor on any building. 3. Select the building. | 1. Banner is transparent on hover. 2. Banner is opaque when building is selected. | Done | ||||
7 | Banner AI Goal | Critical feature | Check that units move to the banner's target. | Level Selection menu is open. | 1. Start level. 2. Select a building with the banner. 3. Summon any unit. | 1. Unit moves to the banner-selected building. 2. If banner is on allied base, unit defends it. | Done | ||||
8 | Gold - Passive Gain | Secondary function | Verify gold increases automatically and displays correctly. | Level Selection menu is open. | 1. Start level. 2. Observe gold display (top left). 3. Wait and check if gold value increases. | 1. Gold display is visible. 2. Gold increases automatically and regularly. | Done | ||||
9 | Gold - Unit Cost | Secondary function | Verify unit cost is deducted from gold total. | Level Selection menu is open. | 1. Start level. 2. Note current gold. 3. Summon any unit. | The unit's production cost is subtracted from the gold total. | Done | ||||
10 | Gold - Insufficient | Secondary function | Verify units cannot be summoned with insufficient gold. | Level Selection menu is open. | 1. Start level. 2. Try to summon a unit with a cost higher than current gold | The unit cannot be summoned. | Done | ||||
11 | Gold - "Pocket Money" | Secondary function | Verify the "Money Pocket" spell adds gold. | Level Selection menu is open. | 1. Start level. 2. Note current gold. 3. Perform input sequence X-X-X-V. | 100 Gold is added to the total. | Done | ||||
12 | Dynamic Maps | Secondary function | Verify the map moves dynamically to the rhythm. | 1. Start level. 2. Listen to the rhythm. 3. Observe the map tiles. | The map tiles move in time with the rhythm. | Done | |||||
13 | Fight Feedback | User interface | Check for visual feedback during unit attacks. | 1. Start level (not tutorial). 2. Have enough gold | 1. Set banner on allied base. 2. Create a Unit. 3. Wait for an enemy unit to attack | Feedback appears as a cartoon-style attack effects | Done | ||||
14 | Unit Summon Cooldown | Secondary function | Check that summoning the same unit twice has a cooldown. | 1. Start level (not tutorial). 2. Enough gold for two units. | 1. Summon a unit. 2. Immediately try to summon the same unit again. 3. Wait a few seconds and try again. | 1. The second immediate summon fails. 2. The summon succeeds after the cooldown period. | Done | ||||
15 | AI Units - Defend | Critical feature | Verify units defend the allied base when banner is set there. | 1. Start level (not tutorial). 2. Have enough gold | 1. Place banner on allied base. 2. Summon a unit. | 1. Unit stays near the allied base and defends it if attacked. | Done | ||||
16 | AI Units - Attack | Critical feature | Verify units attack the banner target and path correctly. | 1. Start level (not tutorial). 2. Have enough gold | 1. Place banner on an enemy building. 2. Summon a unit. | 1. Unit takes the shortest route to the enemy base. 2. If it meets an enemy, it attacks, then returns to the objective. | Done | ||||
17 | Neutral Building | Critical feature | Verify the ability of the allied units to capture a neutral building | 1. Start level with neutral buildings. | 1. Summon unit and set banner on a neutral building. 2. Wait for unit to capture it. | 1. Building changes (e.g., color) to show capture. 2. The rate of gold generation increases. | Done | ||||
18 | Dynamic Song Layers | Secondary function | Verify that music layers trigger correctly based on gameplay. | Level Selection menu is open. | 1. Start Level 1. 2. Set banner on an enemy building. 3. Create a unit. 4. Let the unit fight and die. | 1. Music transitions to "combat state" when fighting starts. 2. Music returns to "base state" when the unit dies. | Done | ||||
19 | Rhythm - Audio (Wwise) | Critical feature | Verify audio cues are sufficient for rhythmic input. | Tester can identify tempo. | 1. Start level. 2. Close eyes. 3. Perform summon inputs based only on music tempo. | The unit is successfully summoned using only audio cues. | Done | ||||
20 | Rhythm - Visual (Map) | Secondary function | Verify visual map cues are sufficient for rhythmic input. | Tester can identify tempo. | 1. Start level. 2. Mute game sound. 3. Perform summon inputs based only on the map's visual tempo. | The unit is successfully summoned using only visual cues. | Done | ||||
21 | Input Detection | Critical feature | Verify rhythmic inputs work and provide feedback. | Tester can identify tempo. | 1. Press non-functional keys on the rhythm. 2. Press functional keys (e.g., 'X', 'C', 'V') on the rhythm. | 1. Non-functional keys do nothing. 2. Functional keys show flags and a precision indicator (bottom left). | Done | ||||
22 | Combo Input | Secondary function | Verify successful input sequences build the Momentum slider. | 1. Start level (not tutorial). 2. Know input sequences. 3. Have enough gold. | Perform several input sequences without error. | The "Momentum" slider (top center) increases. | Done | ||||
23 | Victory Condition | Critical feature | Verify that destroying the enemy base triggers the victory sequence. | 1. Start any level. | 1. Summon units and set banner on the enemy base. 2. Destroy the enemy base. | 1. "Victory" screen appears. 2. Level ends. 3. Items are earned. | Done | ||||
24 | Defeat Condition | Critical feature | Verify that losing the allied base triggers the defeat sequence. | 1. Start any level. | 1. Do not defend the allied base. 2. Allow enemies to destroy the allied base. | 1. "Defeat" / "Game Over" screen appears. 2. Level ends. 3. Option to retry or quit is shown. | Done | ||||
25 | Equip Item (Menu) | Secondary function | Check that the user can equip an item to a unit from the menu. | 1. Save game with item available. 2. Inventory menu is functional. | 1. From main menu, select "Items". 2. Select a playable unit. 3. Choose an available item. | 1. Item is assigned to the unit. 2. UI displays equipped item and updated stats. 3. Item removed from free inventory. | Done | ||||
26 | Unit Progression | Secondary function | Verify units gain XP after a session and level up. | 1. Main menu is accessible. | 1. Complete a level (win or lose). 2. Return to the main menu / unit selection. 3. Check the status of units used. | 1. Units used in the mission gain experience. 2. If enough XP, the unit levels up. | Done | ||||
27 | Pause Menu | Secondary function | Verify the game can be paused and resumed. | 1. Start any level. | 1. Press the "Pause" button (e.g., ESC, Start). 2. Select "Resume". 3. Press "Pause" again. 4. Select "Quit to Menu". | 1. Game freezes, and pause menu appears. 2. Game resumes correctly. 3. Game exits the level and returns to the main menu. | Done | ||||