Test Your Game With the AI
By the end of this page you will have a testing loop you can run after every change: let Revix check what it can prove on its own, press Play yourself for the rest, and feed what you saw straight back into the next fix.
Time: 10 to 20 minutes per loop.
Cost: charged like any other message, minimum 0.1 credits.
You need: Studio open with the plugin connected, and something built worth testing.
The one hard fact on this page: Revix cannot press Play. There is no automated playtest, and nothing in Revix walks a character around your game. It can ask you to press Play and then read what happened.
What you're building
A habit with two halves. Revix does the checking that can be done without running the game — measuring, reading code back, running real tests on server logic. You do the half that needs a player, which is anything with a screen, a camera, input or a respawn in it.
Knowing which half is which is the whole skill.
What Revix can check alone, and what needs you
| Revix can check this by itself | Only you can check this |
|---|---|
| Whether parts are the size and position it intended | Whether a jump is actually makeable |
| Whether two builds line up, overlap or leave a gap | Whether a screen looks right |
| Unanchored parts, zero-size parts, runaway coordinates | Whether a button responds to a click |
| That a script compiles and every name it references exists | Whether the camera behaves |
| That a screen's script wires every button it built | Whether anything happens on respawn |
| Server logic, by writing and running a real test | Whether the game feels right to play |
| What your running game printed into Output, after the fact | Pressing Play, and pressing Stop |
Anything that only exists while a player is in the game — their character, their screen, their input — does not exist in edit mode. Revix will say so plainly rather than guessing.
Step 1 — Ask for a self-check before you play
Do this at the end of any build, before you waste a playtest on something obviously broken.
Check the whole Shop folder and the shop scripts for problems: unanchored parts, gaps or overlaps, zero-size elements, and anything the shop script references that does not exist. Fix what you find, then tell me plainly what you could not verify without a playtest.What happens. Revix scans the build and reports issues with a severity on each, then fixes them. It is already instructed to run this sweep before finishing any building-scale job, but asking explicitly is free insurance.
Check it worked. Read the last part of its answer. That is the honest list of what is still unproven.
Step 2 — Ask for a real test on the logic
For anything server-side with rules in it — currency, saving, cooldowns, round timers — Revix can write a test and actually run it in your place, then report ✓ ALL PASSED or ✗ FAILURES with each failure named. It is not allowed to declare a pass without running something.
Write and run a test for the shop: buying with enough coins deducts exactly the price once and grants the item, buying with too few coins is rejected and deducts nothing, and buying the same item twice does not stack.This is the strongest signal you can get without pressing Play. Use it for anything where "it looked fine" is not good enough.
Step 3 — Press Play when it asks
When something can only be settled by playing, Revix stops and asks. You will see a message beginning:
ACTION NEEDED — press the Play ▶ button in the Studio toolbar to start a playtest, then tell me to continue.
Do exactly that. Play it, try the specific thing it named, then press Stop.
Press Stop before you reply. Script edits do not apply to a session that is already running, so a fix made mid-playtest will look like it did nothing.
Step 4 — Report what you actually saw
This is where most of the value is. Three things, every time: what you did, what you expected, what happened.
Played it. I clicked Buy on the sword with 500 coins. I expected 400 coins and a sword in my backpack. The coin counter didn't move and nothing appeared. No new errors in Output.Or hand the console over instead of describing it:
Read the Studio output window and show me the errors and warnings from that playtest.Revix reads what your running game logged — up to 500 lines, tagged as errors, warnings, info and prints. It reads your game's own output, not just its own work, so anything you printed to debug is visible to it too.
Step 5 — Fix, then re-test the same thing
Small loop, same target. Do not move on to the next feature while the last one is unconfirmed.
Fix that, then write and run a test proving the coin deduction fires exactly once per purchase. After that, tell me what to click when I press Play next.Asking it to tell you what to click is worth doing — you get a specific thing to try instead of wandering around your own game.
Step 6 — Read the "Heads up" at the end
Every finished job ends with a fixed summary, and part of it is a quoted "Heads up" block. That is where placeholders and unverified claims go, deliberately kept visually separate so a caveat can never read as a promise.
If the automatic completion check still objects to something after Revix has had two goes at fixing it, you get told directly — the summary gains a line beginning "⚠ I could not fully verify this:". Believe that line. It is the most useful sentence in the whole answer.
Make it yours
Before I play: list everything you built in this turn with its exact path, and tell me the one thing most likely to be broken.Write and run a test that the round timer ends a round after exactly 120 seconds and resets scores.I played for two minutes and it got choppy. Read the output window, then look for anything running every frame that shouldn't be.Tell me a five step test plan for this shop that I can run by hand in one playtest.If something goes wrong
Revix says it cannot check something. That is the correct answer, not a failure. Press Play and check it yourself, then tell it what you saw.
It claims something works that clearly doesn't. Say what you saw and ask for proof.
It doesn't work. Don't tell me it's fixed — write a test that fails right now, then make it pass.The playtest broke your build. Ctrl+Z walks back Revix's changes one at a time, or ask for it directly with undo the last change. Above any of your earlier messages whose answer touched Studio there is also a Restore Checkpoint divider you can use to go back to that point.
A long job stopped before finishing. Press Keep going, or type continue. Nothing already built is undone.
The plugin dropped mid-run. You will get a Plugin Disconnected message and the run is stopped on purpose so nothing lands half-finished. Reconnect in Studio and send continue.