One warrior, one session, no combat: spawn into the village and drive every
menu the lobby exposes. Six defects, four of them in the way of a first-time player.
Build
Slash n Dash V1 rojo → build.rbxlx
Environment
Studio Play, RobloxGate VM 1280×720
Character
TESTWARRIOR · Lv 1 200 HP / 50 MP
Session
08:10–08:19 guest clock
Capture
3:25 edited from 16:16 raw
Input
Host bridge 127.0.0.1:3405
1Critical
3Major
2Minor
18Verified working
5Systems untested
Defects
6 found · ordered by severity
Every one of these reproduced on the first try. Screenshots are the live
viewport, cropped to the game frame.
PT-01CriticalPartyScreen
The party screen never finishes fading in
Pressing P opens the party panel at roughly a tenth of its intended
opacity and it stays there. The frame, the word PARTY, and every control
inside it sit at the threshold of legibility against the village behind them. The
panel is functionally unusable — you cannot read a name or find a button.
Repro
Spawn in the village → press P. Waiting does not resolve it; reopening does not resolve it.
Expected
Panel reaches full opacity like the character, inventory and quest panels do.
Suspect
A fade tween that never reaches its goal, or a BackgroundTransparency left at its start value.
PT-01. Contrast is untouched here — this is what the panel actually looks like.
PT-02MajorQuestScreen
Roblox’s chat window swallows clicks on the first quest in the list
The quest list’s top card sits directly under Roblox’s core chat bar. Clicking
Monster Hunter expands chat instead of selecting the quest, and the detail pane
stays on “Select a quest to view details”. It reads as a broken quest until you
realise a different UI is on top. Collapsing chat makes the same click work first time.
The inventory’s tab row (ALL / ARMOR / CONSUMABLES / WEAPONS) sits in the same
dead zone.
Repro
Quest board → E → click the first card in the list. Repeats every time until chat is collapsed.
Expected
Game panels claim input priority over the core chat window, or lay out clear of the top-left corner.
Fix note
Either offset the panel from the reserved top-left inset, or hide core chat via StarterGui:SetCoreGuiEnabled while a full-screen panel is open.
PT-02. The chat input bar lies across the first two cards; the click never reached the quest.
PT-03MajorQuestScreen · WorldMapScreen
Full-screen panels overflow a 720p viewport and lose their controls
At 1280×720 the quest panel’s tab row (Active / Available / Completed) is
clipped flush against the top edge and whatever close control belongs above it is gone
entirely. The world map is cut off along the bottom, and clicking a node —
Training Grounds — produced no visible response, so the node detail and any
enter action are presumably below the fold too. 720p is not an exotic size; it is the
Studio viewport most people will test in.
Repro
Any 1280×720 client. Open the quest board or press M.
Expected
Panels scale to the viewport with their headers and actions inside the frame.
Fix note
Constrain with UIAspectRatioConstraint plus a scale-based size rather than a fixed offset, and keep a visible close affordance in-frame.
PT-03. Tabs pinned to the top edge, no close control anywhere in frame.
PT-04MajorUIController
Esc opens Roblox’s menu over an open panel instead of closing it
With the quest panel open, Esc brings up the Roblox escape menu
(Leave / Respawn / Resume) layered over the game UI while the panel stays open behind
it. E does nothing — though E is the quest board’s
interact prompt, not the panel’s toggle, so that is arguably correct. The only
exit found was clicking empty world outside the panel, which nothing on screen tells
you about.
Repro
Quest board → E to open → press Esc (Roblox menu appears over the panel), then E (no effect). Panel survives both.
Expected
Esc closes the topmost game panel and is only passed through to Roblox when nothing is open.
Not tested
Whether L — the log panel’s own toggle key — closes it. Only Esc and E were pressed while the panel was open, so “no key closes a panel” is not established by this session.
Fix note
Bind Enum.KeyCode.Escape through ContextActionService with Enum.ContextActionResult.Sink while a panel is open, and make each opening key a real toggle.
PT-05MinorQuestScreen
Quest detail still offers “Accept Quest” after the quest is accepted
Accepting Monster Hunter works: the tab counts move to Active (1) /
Available (8), the card leaves the available list, and the HUD tracker appears
with Defeat 10 enemies (0/10). The detail pane on the right does not follow —
it keeps showing the green Accept Quest button for a quest already in the log.
Repro
Select a quest → Accept → look at the detail pane without reselecting.
Expected
The pane re-renders to the accepted state (progress, or an Abandon action).
Suspect
Detail pane reads a snapshot taken at selection instead of subscribing to quest state.
PT-06MinorKeybinds
I falls through to Roblox’s camera zoom instead of opening a bag
Reaching for the near-universal inventory key pitched the camera straight down at the
cobblestones and left it there for the next minute of play. The real menu keys are
C character, B bag, M map, P party,
L log — discoverable from the icon row at the bottom right, but only if
you notice the letters on the icons. Roblox binds I and O to camera
zoom by default, so an unbound I is not inert; it actively breaks the shot.
Repro
Press I in the village. Camera zooms in and pitch stays where it lands.
Expected
I either opens the bag as an alias for B, or is sunk so it does nothing.
What held up
18 behaviours confirmed
Everything below was exercised on camera and behaved as intended.
Entry flow
Play loads to character select in roughly 25 seconds
Two saved slots render with class, name and level; empty third slot offers CREATE NEW
Warrior slot enters the world cleanly
Narrator cutscene plays with legible copy and a working SKIP
Spawn lands in the village with HUD, hotbar and menu rail present
World and NPCs
WASD movement responds immediately, no drift
Nameplates read at distance — Seriva the Enchanter, Grimsby the Town Crier, Mabel the Baker, Pip, Swift, the Courier
Nine available quests across Main, Side, Daily and Tutorial types
Detail pane shows type badge, level gate, objectives and rewards
Accepting moves counts and spawns the HUD tracker
L reopens the same log from anywhere
Character and items
Character sheet lays out ten equipment slots plus Primary, Offense, Defense and Resistances
Stats populate — STR 15 · DEX 8 · INT 5 · VIT 18, damage 12–19, 4% crit
Hover tooltips are complete and well written: Leather Vest, chest, +8 Defense, +20 Health, sells for 53 gold
Minor Health Potion — restores 100 health instantly, sells for 15 gold
Inventory stacks correctly and filters by tab
Item tooltips are the most finished thing in the build — type, effect, flavour and sell value, all in one hover.The world map art loads in full and all eleven nodes are labelled — but see PT-03 for what happens below the frame.
Not covered
This pass stayed in the lobby. These systems and checks were never exercised
and carry no result either way.
CombatIvar & the FTUE tutorialDungeon entryStash / lootExtractionDoes L close the quest panel?
Harness note
Not a game bug, but it shaped the session and will shape the next one.
The automated scenario runner cannot start play
roblox-playtest scenario gets as far as launching Studio on the instrumented
place and then dies waiting for the first telemetry heartbeat. The Studio log shows no play
transition at all — the synthetic F5 never reaches the editor, and Studio
sits idle logging “No user input within the last 5000 ms” until the runner gives up.
editor window up: "pt-6b910104-instrumented-build.rbxlx - Roblox Studio" 1296x688
pressed F5
No telemetry heartbeat within 3 minutes of F5. Play did not start.
Clicking the toolbar Play button through the input bridge started play on the first attempt,
every time. The runner should click Play at its known toolbar position instead of tapping
F5; this whole session was driven that way.