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To be completed by the groupTo be completed by the testersEIP Advisor
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FunctionnalityCategoryObjectivePrerequisitesStepsExpected resultsDeveloppement statusConformityTester feedbackEIP Advisor complianceFeedback
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Options MenuUser interfaceVerify 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
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Level Select NavigationUser interfaceVerify 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
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Level Select InteractCritical featureVerify 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
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Banner VisualsUser interfaceCheck 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
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Banner AI GoalCritical featureCheck 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
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Gold - Passive GainSecondary functionVerify 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
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Gold - Unit CostSecondary functionVerify 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
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Gold - InsufficientSecondary functionVerify 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
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Gold - "Pocket Money"Secondary functionVerify 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
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Dynamic MapsSecondary functionVerify 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
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Fight FeedbackUser interfaceCheck 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 effectsDone
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Unit Summon CooldownSecondary functionCheck 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
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AI Units - DefendCritical featureVerify 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
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AI Units - AttackCritical featureVerify 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
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Neutral BuildingCritical featureVerify the ability of the allied units to capture a neutral building1. 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
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Dynamic Song LayersSecondary functionVerify 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
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Rhythm - Audio (Wwise)Critical featureVerify 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
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Rhythm - Visual (Map)Secondary functionVerify 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
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Input DetectionCritical featureVerify 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
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Combo InputSecondary functionVerify 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
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Victory ConditionCritical 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
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Defeat ConditionCritical featureVerify 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
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Equip Item (Menu)Secondary functionCheck 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
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Unit ProgressionSecondary functionVerify 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
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Pause MenuSecondary functionVerify 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