Before launching a game for actual players, it is extremely important to make sure that all tasks are displayed correctly, codes are accepted without failures, and hints arrive on time.
Any author can test the game in one click straight from the editor: the “Test the game” button in the toolbar opens the game in a new tab. If the draft holds unsaved edits, the editor lists them first and offers to save — a test shows what the server holds.
In test mode a panel the player never sees sits under the task: restart, time skip, the task order selector and the numbers of every task in the game.
Testing Lifehack: If you need to quickly move to another level while testing a linear game, simply click on the level number in the bottom panel of the page. The game will automatically restart and return you to the selected level.
While an author plays the game in test mode, a folded “Editor” block sits above the task. Unfold it, and the current task can be edited right there: text, codes, bonuses, hints — and the global bonuses on the neighbouring tab.
It is the same editor as for the whole game, only for one task: the same draft, the same preview of the changes and confirmation when saving. After a save the page reloads, so that the task is shown as it now is. Everything that concerns the game as a whole (settings, task order, the number of the task) is edited in the game editor — the “Game editor” link is right there.
You can invite third-party players or entire teams for independent testing:
To facilitate testing, tester teams have access to special service functions:
The game author can submit an application on behalf of their own team and accept it as testers. This allows you to check how the game looks on your teammates' screens.
Please note: In this case, all members of your team will gain access to the game before it starts. Make sure that your team members are not actual participants in the upcoming game.