I will provide thorough game QA testing and detailed bug reports for your build
About this gig
I will play your build like a determined player and a methodical tester at once, then hand you bug reports clear enough to fix without a single follow-up question. Real reproduction steps, real evidence, no guesswork.
What you get
- A full functional QA pass across the areas we agree on: core gameplay loop, menus and UI, save/load, settings, progression, audio, and platform-specific flows (controller, keyboard/mouse, touch).
- A structured bug report delivered as a spreadsheet (Google Sheets or CSV) and, on request, entered directly into your tracker (Jira, Trello, GitHub Issues, Notion, ClickUp, or Linear).
- Per-bug detail that actually helps: title, severity (Blocker / Critical / Major / Minor / Trivial), priority, exact numbered reproduction steps, expected vs. actual result, frequency (always / intermittent + a repro rate), build version, platform, and hardware/OS notes.
- Visual evidence on every meaningful bug: annotated screenshots, and short screen-recording clips for anything timing-related, physics-related, or hard to describe in text.
- A prioritized summary at the top so you can see the show-stoppers before you read a single line of the detailed log.
- Regression checks on Standard and Premium: I re-test fixed bugs against a new build and mark each as Verified Fixed, Still Reproducing, or Partially Fixed.
- A short test summary report: what was covered, what was not, environments used, pass/fail counts, and my honest read on build stability.
Plans
| Basic | Standard | Premium | |
|---|---|---|---|
| Scope | Smoke + core loop pass | Full functional pass | Full functional + exploratory + regression |
| Areas covered | One mode or main loop | Whole build / agreed areas | Whole build, edge cases, stress paths |
| Platforms tested | 1 | Up to 2 | Up to 3 |
| Bug report format | Spreadsheet | Spreadsheet + tracker entry | Spreadsheet + tracker + summary report |
| Screenshots | Yes | Yes | Yes |
| Video clips | Key bugs | Key bugs | All applicable bugs |
| Repro steps | Yes | Yes | Yes |
| Severity + priority tagging | Severity | Severity + priority | Severity + priority + risk notes |
| Regression re-test | — | 1 round | 2 rounds |
| Test checklist / plan | — | — | Custom checklist delivered |
| Revisions / clarifications | 1 | 2 | Unlimited within scope |
How it works
- You brief me. Send the build (itch.io key, Steam playtest, APK, TestFlight, or a direct download), a short description of what the game is, and what you most want covered. Tell me about anything you already know is broken so I don't waste time re-finding it.
- I confirm scope. I reply with exactly which areas, platforms, and modes I'll cover, plus any access I still need. No surprises about what's in or out.
- I test methodically. I work through agreed areas, then do exploratory testing to find what scripted passes miss. I capture evidence as I go, not from memory afterward.
- I log every issue cleanly. Each bug gets reproduced (ideally 2-3 times to confirm consistency), written up with numbered steps, tagged for severity, and backed with a screenshot or clip.
- I deliver the report. You get the spreadsheet (and tracker entries if chosen) plus a prioritized summary so triage is fast.
- I re-test on request. On Standard and Premium, send me a patched build and I'll verify fixes and flag any new regressions.
Why choose this
I report bugs the way developers actually want to receive them. A vague "the game crashed sometimes" is useless; a report that says "crashes 4/5 times when opening the inventory while a dialogue box is active, build 0.7.2, Windows 11, log attached" is something you can fix today. I write the second kind.
I think like a player, so I find the issues your real audience will hit: the soft-locks, the menu you can't back out of, the tutorial that breaks if you do things out of order, the input that drops on a controller. And I'm honest about coverage. If I only had time to test one platform deeply, I'll tell you that plainly rather than implying the whole build is clean.
Who it's for / use cases
- Solo and indie developers approaching a demo, Early Access, or 1.0 launch who need fresh eyes before players find the bugs first.
- Small studios without dedicated QA who want a structured pass between sprints or before a milestone build.
- Jam and prototype teams who need a quick smoke test to know whether the core loop holds up.
- Anyone preparing a store page or press build who wants the embarrassing crashes caught privately first.
- Publishers and porting teams needing a focused pass on a specific platform or feature.
Works for PC (Windows, Mac, Linux), mobile (Android, iOS), and browser/WebGL builds. Engine-agnostic: Unity, Unreal, Godot, GameMaker, and custom engines are all fine, because I test the build, not the source.
FAQ
Q: What do you need from me to start? A playable build with access instructions, a one-paragraph description of the game, and a note on what you most want covered. The more you tell me about intended behavior, the sharper my expected-vs-actual reporting gets.
Q: Do you test multiplayer or online features? Yes, within limits. I can test client-side behavior, matchmaking flows, and basic two-instance interactions where the build allows it. True large-scale load and stress testing needs a dedicated setup, so tell me upfront and I'll be honest about what's feasible.
Q: Can you write or fix the code that causes the bugs? No. This is a QA and reporting service. I find, reproduce, and document issues so your developers can fix them quickly. I won't touch your codebase.
Q: What platforms and hardware can you test on? Windows and Android directly, with Mac, Linux, iOS, and browser builds available depending on the build. I'll list exact OS versions and hardware in the report so you know the environment behind every result.
Q: How do you decide severity? A Blocker stops you from progressing or crashes the game; Critical breaks a major feature; Major is a clear malfunction with a workaround; Minor is cosmetic or low-impact; Trivial is polish. I'll tag every bug and explain anything borderline.
Q: What if you don't find many bugs? That's a legitimate, valuable result. You still get the full coverage report documenting what was tested and confirmed working, which is exactly what you need confidence before a launch.
Q: Can you keep things confidential? Yes. I'm happy to work under an NDA and I don't share builds, footage, or findings with anyone. Unreleased builds stay private.
Q: How should I send the build? Whatever's easiest for you: itch.io, a Steam playtest branch, a direct file link, an APK, or a TestFlight invite. Just make sure the access doesn't expire mid-test, and tell me the build version so the report stays traceable.
Reviews★5(2)
- @mintforge★★★★★5
Solid QA pass on our mobile roguelike. Found a save-corruption bug we'd been chasing for weeks, documented it clearly in a spreadsheet with device specs, and kept me updated throughout. Will book again before the next milestone.
- @amir_labs★★★★★5
Tested our Unity platformer build over a weekend and turned around a bug report with 40+ issues, each with repro steps and a screen recording. The collision edge cases he caught would have absolutely tanked our launch reviews.