Automate as much testing of code as possible; seek high cc numbers. Alpha, then Beta releases. This should apply for games of any size. Answer from DOOMReboot on reddit.com
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Code Game test
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Discussions

How do you test your code?

I like using unit test for code that might have bugs (complex function that doesn't do what you would expect) and test levels for testing interactions (typical game bugs). After your game reaches a certain size beta testers seem to be more or less the only solution.

More on reddit.com
๐ŸŒ r/gamedev
16
23
September 6, 2015
Small/solo devs - how do you approach testing code?
My game is a metroidvania so one thing we have is an automated testing stage. I recorded every single key input at each frame (and used that in place of my usual player movement script that reads it from your kb/gamepad), random generator has been replaced with a deterministic one with the same exact seed every time and it's a large scale playground to go from left to right that includes every in game mechanic. If player character manages to reach the end - test passes. If they fail to do so after 2 minutes - test fails. You can run it in the background, you can also view what's happening for any visual problems. It's not perfect but it helps a lot, especially when you change some key aspects of the game that you shouldn't have (or at least not without a lot of consideration). For instance at one point I have altered how jumping works, formula should have been the same but it took into account initial surface you are on (quicksands that eat you make jumps far weaker) . Key word on should as it was NOT identical and a jump that you could barely make it in the previous version you couldn't do in this one. It's a weird type of testing but I haven't found a better one for this kind of a game, way too many aspects of it depend on animation frame events/specific movements etc to test in isolation. So this kind of integration test is the best I could come up with. More on reddit.com
๐ŸŒ r/gamedev
21
15
September 2, 2025
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July 26, 2022 - Players can call this list on almost any screen, but if a code does not fit the current conditions, it will not be executed (for example, if you try to spawn an object in the main menu). The cheat menu is not a typical functionality; each game has a unique look and a unique code responsible for its implementation.
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Reddit
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r/gamedev on Reddit: Small/solo devs - how do you approach testing code?
September 2, 2025 -

I am a hobbyist/solo developer, so I typically reserve testing for new systems as a way to simplify coding them and work out bugs quicker. They don't tend to be important to me as a 'living' test, nor do I have the concerns of a larger team or project to worry about. Just curious what practices people here follow, since testing is I think a process that changes a lot according to the needs and scope of a game.

Larger team developers feel free to reply also, although the benefits are a little more clear once many chefs are working in the same kitchen.

Top answer
1 of 13
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My game is a metroidvania so one thing we have is an automated testing stage. I recorded every single key input at each frame (and used that in place of my usual player movement script that reads it from your kb/gamepad), random generator has been replaced with a deterministic one with the same exact seed every time and it's a large scale playground to go from left to right that includes every in game mechanic. If player character manages to reach the end - test passes. If they fail to do so after 2 minutes - test fails. You can run it in the background, you can also view what's happening for any visual problems. It's not perfect but it helps a lot, especially when you change some key aspects of the game that you shouldn't have (or at least not without a lot of consideration). For instance at one point I have altered how jumping works, formula should have been the same but it took into account initial surface you are on (quicksands that eat you make jumps far weaker) . Key word on should as it was NOT identical and a jump that you could barely make it in the previous version you couldn't do in this one. It's a weird type of testing but I haven't found a better one for this kind of a game, way too many aspects of it depend on animation frame events/specific movements etc to test in isolation. So this kind of integration test is the best I could come up with.
2 of 13
9
Full time solo dev here. I'm on the final year of a ~4y project written in a custom engine. I mostly rely on manual testing, but try to make as many other wise choices as I can: Test at least half a day before a build goes live, including on multiple machines and a fresh machine Test in multiple styles (organic playthrough, button mash, exhaustive exploit search, save/load stress test, options stress test, etc) Run/find playtests, and take all observed bugs and bug reports from users seriously Take my own observations in the game seriously. Don't just write off unusual behaviour I saw once, dig in and find a repro and root cause. Fix all known non-shippable bugs before any new features Fix bugs at multiple levels if possible. Don't just fix the bug, if possible also fix what allowed this bug to be written in the first place. Use technical features that reduce bugs (statically typed language, tons of assertions, always run in the debugger while developing, always run with max warnings and sanity checks while developing, etc) Use programming practices that reduce bugs (heavily favour immediate mode style where possible, favour simple code and systems, store handles instead of pointers, arrays that resize without invalidating pointers to elements, etc) Maintain a quick iteration time, so bug finding and fixing friction is very low
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T-Plan
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Game Test Automation Tool | Game QA | Visual Testing | T-Plan
December 10, 2025 - QA testing for games involves validating gameplay, performance, graphics, UI behaviour and platform compatibility across multiple devices. Testers typically follow structured test plans, explore gameplay paths, verify user interactions and identify ...
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