▸case-20 Write a standard Jira bug ticket for a NullReferenceException crash occurring when pressing the escape key on the main menu in Unity build v0.4.2. | fail→fail | 18,880 | 7,064 | -63% | 1 | 1 | 0% | 1,553 | 1,349 | -13% | 0 | 0 | — |
▸case-01 In our latest playtest of 'Aether Drift', 80% of playtesters complained that the UI button hover sounds were too loud, while 15% of playtesters experienced a progression blocker where the keycard failed to spawn in Level 2, preventing level completion. When compiling the playtest finding recommendations, how should these two issues be prioritized? | pass→pass | 10,764 | 9,340 | -13% | 1 | 1 | 0% | 1,874 | 1,607 | -14% | 0 | 0 | — |
▸case-02 During a playtest for our tactical shooter 'Frontline Command', 70% of players commented 'add a mini-map to the HUD'. However, telemetry shows players spent an average of 4 minutes wandering in circles looking for the objective marker because objective indicators lacked verticality cues. How should a playtest report frame this finding and recommendation? | pass→pass | 10,998 | 11,794 | +7% | 1 | 1 | 0% | 1,805 | 2,030 | +12% | 0 | 0 | — |
▸case-03 Playtesters reported that the Boss in Stage 3 felt 'boring and repetitive'. Meanwhile, telemetry data shows average fight duration was 14 minutes, player death rate was under 2%, and 90% of player actions were single basic light attacks. How should the report synthesize the qualitative sentiment with the quantitative telemetry? | fail→fail | 13,091 | 12,218 | -7% | 1 | 1 | 0% | 1,923 | 2,012 | +5% | 0 | 0 | — |
▸case-04 We collected 100 raw playtest entries containing statements like 'The double jump feels unresponsive', 'Frame rate drops to 15 FPS in the lava zone', 'I didn't realize the health potion had a cooldown', and 'The game crashes when opening the inventory while crouched'. How should the playtest findings be categorized for the development team? | fail→fail | 14,304 | 11,308 | -21% | 1 | 1 | 0% | 2,347 | 2,069 | -12% | 0 | 0 | — |
▸case-05 We need an executive summary for our recent multiplayer playtest session with 40 participants. What core high-level metrics should be prominently presented in the summary header before diving into detailed findings? | fail→pass | 12,212 | 15,856 | +30% | 1 | 1 | 0% | 2,045 | 2,405 | +18% | 0 | 0 | — |
▸case-06 In our mobile puzzle playtest, 100 players started the tutorial. 95 completed level 1, 85 completed level 2, 40 completed level 3, and 38 completed level 4. What critical metric or visual representation should be used in the playtest report to highlight level 3? | pass→pass | 8,054 | 9,698 | +20% | 1 | 1 | 0% | 1,578 | 1,851 | +17% | 0 | 0 | — |
▸case-07 We administered the System Usability Scale (SUS) survey after our playtest and derived a score of 52 out of 100. How should this quantitative score be evaluated in the report? | fail→pass | 14,202 | 13,494 | -5% | 1 | 1 | 0% | 2,048 | 2,294 | +12% | 0 | 0 | — |
▸case-08 Our playtest included 20 brand-new players and 10 returning alpha veterans. New players rated difficulty as 9/10 (too hard) and struggled with energy management, while veterans rated difficulty as 4/10 (too easy) and requested higher enemy density. Should their feedback be merged into an average difficulty rating in the playtest report? | fail→fail | 9,188 | 10,085 | +10% | 1 | 1 | 0% | 1,673 | 1,855 | +11% | 0 | 0 | — |
▸case-09 A playtest finding states: 'Players keep missing the craft button on the main workshop screen.' What structure or components should the corresponding action item contain to make it fully actionable for the UI team? | fail→fail | 10,417 | 11,493 | +10% | 1 | 1 | 0% | 1,887 | 1,833 | -3% | 0 | 0 | — |
▸case-10 We gathered spatial telemetry from 200 playtest deaths on Map 'Dusty Outpost', showing 85% of player deaths occurred in a narrow 5-meter doorway between Zone A and Zone B. How should this spatial data be documented and presented in the playtest report? | fail→fail | 12,577 | 12,310 | -2% | 1 | 1 | 0% | 2,058 | 2,186 | +6% | 0 | 0 | — |
▸case-11 In our post-playtest survey, 10 players gave a rating of 9-10, 5 players gave a rating of 7-8, and 5 players gave a rating of 0-6 to the question 'How likely are you to recommend this game to a friend?'. How should this Net Promoter Score (NPS) data be presented in the playtest report? | pass→pass | 10,597 | 11,670 | +10% | 1 | 1 | 0% | 2,038 | 2,219 | +9% | 0 | 0 | — |
▸case-12 When documenting qualitative player sentiment in a playtest report, how should individual verbatim player quotes be used alongside aggregated findings? | fail→fail | 16,246 | 14,137 | -13% | 1 | 1 | 0% | 2,145 | 2,250 | +5% | 0 | 0 | — |
▸case-13 What metadata about the playtest conditions should be recorded in the playtest report header to ensure test reproducibility and context? | pass→fail | 15,017 | 21,065 | +40% | 1 | 1 | 0% | 2,119 | 2,547 | +20% | 0 | 0 | — |
▸case-14 During playtesting, three colorblind participants reported they could not distinguish between friendly (green) and enemy (red) health bars. How should this issue be categorized and rated in terms of playtest severity? | fail→fail | 9,747 | 8,510 | -13% | 1 | 1 | 0% | 1,559 | 1,467 | -6% | 0 | 0 | — |
▸case-15 Before running a playtest, the team established the hypothesis: 'Adding a target locking mechanism will decrease missed melee attacks by at least 30% without slowing combat pacing.' How should the playtest report explicitly address this pre-test hypothesis? | fail→fail | 14,422 | 11,848 | -18% | 1 | 1 | 0% | 1,934 | 1,826 | -6% | 0 | 0 | — |
▸case-16 Playtesters reported that weapons felt weak and lacked impact, even though numerical weapon damage was high and kill times were fast. Audio logs show hit reaction SFX were low-frequency quiet thuds. How should the report classify this problem? | fail→fail | 9,536 | 9,181 | -4% | 1 | 1 | 0% | 1,562 | 1,534 | -2% | 0 | 0 | — |
▸case-17 The playtest survey included the question: 'How much did you enjoy the awesome new grapple hook feature? (1-5)'. The response average was 4.8/5. How should the playtest report evaluate this survey result? | pass→pass | 8,348 | 10,293 | +23% | 1 | 1 | 0% | 1,509 | 1,720 | +14% | 0 | 0 | — |
▸case-18 Telemetry shows that in a 30-minute playtest session, players spent 18 minutes reading text cutscenes, setting up options, and navigating menus before engaging in their first active gameplay combat loop. What playtest metric and recommendation should be highlighted? | fail→pass | 8,229 | 8,583 | +4% | 1 | 1 | 0% | 1,243 | 1,427 | +15% | 0 | 0 | — |
▸case-19 We ran a playtest on PC (keyboard/mouse) and Console (gamepad). PC players had a 75% headshot accuracy rate and 90% level completion, while Console players had a 30% headshot accuracy rate and 45% level completion. How should the playtest report address this disparity? | pass→pass | 13,702 | 11,436 | -17% | 1 | 1 | 0% | 1,942 | 1,983 | +2% | 0 | 0 | — |
▸case-21 Design unit test cases for a C# function `CalculateDamage(int baseDamage, float armorMultiplier, bool isCritical)` to ensure boundary conditions and calculations are covered. | pass→pass | 14,160 | 16,048 | +13% | 1 | 1 | 0% | 3,141 | 3,187 | +1% | 0 | 0 | — |
▸case-22 Write the game design specification for a new crafting system in a survival game, detailing item recipe formulas, inventory UI layout grid dimensions, and material drop tables. | fail→fail | 23,523 | 29,927 | +27% | 1 | 1 | 0% | 4,447 | 4,944 | +11% | 0 | 0 | — |