Quality process
How Visual QA Protects Fair Play
Visual QA means checking whether what players see accurately explains what the game is doing—not simply deciding whether an image looks attractive.
Inspect every animation frame
ASTRA, LUNARA, SOLARA, VESPER, monsters, items, and all 30 bosses require frame-by-frame review. Checks look for neighboring-frame leakage, transparent rectangles, clipped hands or clothing, rough outlines, stretching, and fragments visible for only one frame.
Special attention for narrow details
LUNARA and SOLARA require particular attention around hands, clothing, and weapons. Fine details near a sprite-cell boundary can accidentally include pixels from the next animation frame even when the first frame looks clean.
Follow the complete attack chain
An attack has a visible origin, direction, projectile path, hit moment, collision result, and reward or damage response. These elements must agree. A projectile emerging from empty space or dealing damage before arrival breaks trust even if its numerical damage is balanced.
Safe space includes time
A geometric gap that exists for one frame but cannot be perceived is not meaningfully safe. Longer play samples reveal pacing, accumulating hazards, transitions, pause behavior, and whether important information remains readable under pressure.
Evidence, not impossible promises
A release may pass its inspection matrix and still meet an untested device condition. Useful reports identify the build, device, steps, expected result, observed result, and frequency. AllLife Games corrects reproducible defects without claiming a guarantee of zero defects.
The inspection pass
Review begins with a still frame at native scale and then the same asset in motion. The still pass finds transparency, stray pixels, clipping, and inconsistent outlines. The motion pass checks readability at gameplay speed. A combat pass verifies that an effect begins at the intended weapon point and that visible impact agrees with collision response.
Captures include ordinary play, a boss approach, warning, first attack, damage, pause and resume, clear, and game over. A clean title screen does not prove readability where characters, hazards, rewards, and interface information compete.
When evidence fails
If a result cannot be reproduced, it remains an open observation rather than being called fixed or impossible. The build and condition remain attached. This prevents an old screenshot, different character, or browser build from being mistaken for current Android evidence.
About this guide
Written and tested by AllLife Games. This first-hand guide describes the studio's own game or production process. It was reviewed against current site and release information on August 31, 2026. Corrections can be reported through Support.
