Playtest report · 02 Sep 2026

Village UI pass, Slash n Dash V1

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-01 Critical PartyScreen

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.
The party panel rendered nearly transparent over the village, its title and buttons barely visible.
PT-01. Contrast is untouched here — this is what the panel actually looks like.
PT-02 Major QuestScreen

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.
The quest panel with Roblox's chat input bar overlapping the Monster Hunter card at top left.
PT-02. The chat input bar lies across the first two cards; the click never reached the quest.
PT-03 Major QuestScreen · 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.
The quest panel with its tab row jammed against the top edge of the viewport and no close button visible.
PT-03. Tabs pinned to the top edge, no close control anywhere in frame.
PT-04 Major UIController

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-05 Minor QuestScreen

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-06 Minor Keybinds

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
  • Quest board proximity prompt fires reliably: [E] View Quests
  • Village geometry and props stream in without gaps

Quests

  • 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
The inventory panel with a hover tooltip reading Minor Health Potion, consumable, restores 100 health instantly, sell 15 gold.
Item tooltips are the most finished thing in the build — type, effect, flavour and sell value, all in one hover.
The world map screen showing eleven painted dungeon nodes across a fantasy landscape.
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.

Combat Ivar & the FTUE tutorial Dungeon entry Stash / loot Extraction Does 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.