economy
2 articles
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Game Balance Breaks Through Numbers, Not Bugs: Catching Exploits with a Simulator
A tester beat my idle game to wave 199 in one evening, even though everything 'worked'. A first-person breakdown: why balance can't be tested by hand, how to write a player simulator, a stress test for a maxed-out build, and the four holes it found. With a QA checklist.
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How to Test a Mobile Game's Economy and Catch Cheaters
A game's economy is the prime target: every cheat hits revenue directly. A first-person take: why you can't trust the client (server authority), duplication bugs and purchase idempotency, device-clock manipulation, save-file editing, negative balance and overflow, fake IAP receipts, and cheat tools. With a checklist of attacks QA must run.