User Story Requirement ID Requirement Assignee Path to Test File Test Name Status Comments
GBM.01 REQ.001 On the player’s turn, a roll dice control is available Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs RollDiceControlAvailable Complete
GBM.01 REQ.002 The dice result is a random integer from 1 to 6 Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs DiceBetweenOneAndSixInclusive Complete
GBM.01 REQ.003 After the roll, the player’s token moves forward exactly that many spaces along the path Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs PlayerMovesCorrectAmount Complete
GBM.01 REQ.004 The player does not move backward when rolling; movement is only toward the end. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs PlayerDoesNotMoveBackwards Complete
GBM.01 REQ.005 If the player is near the end (e.g. on 36), a roll of 3 moves them to 38 Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs PlayerDoesNotGoPastTheEnd Complete
GBM.01 REQ.006 The player cannot roll again until their turn is complete Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM01_Roll_Dice_Movement.cs CannotRollTwice Complete
GBM.02 REQ.007 When the player lands on a blue square, a blue card is drawn (fact or question). Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs LandingOnBlueSquareDrawsOnlyOneCard Complete
GBM.02 REQ.008 Only one card is drawn per landing on a blue square. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs LandingOnBlueSquareDrawsOnlyOneCard Complete
GBM.02 REQ.009 The card is displayed to the player Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs CardShownToPlayer Complete
GBM.02 REQ.010 The player cannot move or roll again until the card has been acknowledged Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs CannotRollDiceWhileReadingBlueCard Complete
GBM.02 REQ.011 Landing on a green or grey square does not trigger a blue card draw. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs LandingOnGreenSquareDoesNotDrawCard Complete
GBM.02 REQ.012 Landing on a green or grey square does not trigger a blue card draw. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM02_Draw_Blue_Card.cs LandingOnGraySquareDoesNotDrawCard Complete
GBM.03 REQ.013 When the player lands on a blue square, the drawn card can be a fact card Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs LandingOnBlueSquareCanDrawFactCard Complete
GBM.03 REQ.014 A fact card shows the text written on the card to the player. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs FactCardShowsFact Complete
GBM.03 REQ.015 Reading a fact card does not change the player’s pollution score Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs FactCardDoesNotChangePollutionScore Complete
GBM.03 REQ.016 After the player dismisses the fact, the card UI closes and normal gameplay resumes Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs NormalGameplayAfterFactCard Complete
GBM.03 REQ.017 The system can randomly choose between a fact card and a quiz card when drawing from a blue square. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM03_Air_Pollution_Facts.cs LandingOnBlueSquareCanDrawMCQCard Complete
GBM.04 REQ.018 When the player lands on a blue square, the drawn card can be a quiz card with multiple-choice options. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs LandingOnBlueSquareCanDrawMCQCard Complete
GBM.04 REQ.019 The player can select exactly one answer from the options shown. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs PlayerCanOnlySelectOneAnswer Complete
GBM.04 REQ.020 Each quiz card has one correct answer; the game can determine right vs wrong. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs EachQuizCardHasOneCorrectAnswer Complete
GBM.04 REQ.021 Correct answer: The player is rewarded, that is, the pollution score decreases by 1. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs CorrectAnswerDecreasesPollution Complete
GBM.04 REQ.022 Incorrect answer: The player receives a consequence, that is, the pollution score increases by 1 Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs IncorrectAnswerIncreasesPollution Complete
GBM.04 REQ.023 After the player selects an answer, the result is shown and the card is dismissed before gameplay continues. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM04_Blue_Trivia_Questions.cs EnsureDismissButtonShows Complete
S.02 REQ.024 Background music starts playing when the game begins Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs Music_StartsPlaying_WhenGameBegins Complete
S.02 REQ.025 The music loops or continues throughout the gameplay Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs Music_Loops Complete
S.02 REQ.026 The music starts at a comfortable default volume Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs Music_DefaultVolume_IsComfortable Complete
S.02 REQ.027 By default the music is quiet enough to still hear sound effects Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S02_BackgroundMusicTests.cs Music_DefaultVolume_IsComfortable Complete
MM.04 REQ.028 Player can choose between Singleplayer and Multiplayer on the main menu Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs MainMenu_HasSingleAndMultiButtons Complete
MM.04 REQ.029 Choosing Singleplayer starts a game with one player Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs ChoosingSingleplayer_SetsModeAndStartsSingleSetup In Progress
MM.04 REQ.030 Choosing Multiplayer starts multiplayer setup Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs ChoosingMultiplayer_SetsModeAndStartsMultiSetup In Progress
MM.04 REQ.031 Game clearly indicates which mode is active during the match Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs Mode_IsStoredInGameManager In Progress
MM.04 REQ.032 Player cannot accidentally start the wrong mode Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs ChoosingSingleplayer_SetsModeAndStartsSingleSetup Complete
MM.04 REQ.033 Returning to main menu allows choosing a different mode next game Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs ChoosingSingleplayer_SetsModeAndStartsSingleSetup In Progress
MM.04 REQ.034 Singleplayer has one token, multiplayer has multiple tokens taking turns Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs PlayerCount_MatchesMode Partial
MM.04 REQ.035 Choice is made before game starts Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM04_ModeSelectionTests.cs ModeSet_BeforeBoardLoads Complete
MM.02 REQ.036 When starting a new game, a character selection step appears Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs CharacterSelection_AppearsBeforeGameStarts Complete
MM.02 REQ.037 Player can select exactly one character and confirm Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs SelectingCharacter_LoadsBoardScene_InSingleplayer Complete
MM.02 REQ.038 after confirmation, selected character is used in game Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs SelectedHero_IsStoredInGameManager In Progress
MM.02 REQ.039 Game does not start without a valid character selected Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs SelectedHero_IsStoredInGameManager Complete
MM.02 REQ.040 Going back to main menu allows re-selecting Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs ReturningToMenu_AllowsNewSelection In Progress
MM.02 REQ.041 Abilities are active during the game as designed Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM02_MM03_AbilityBehaviourTests.cs Ability_AffectsGameplay_AsDesigned In Progress
MM.03 REQ.042 Character selection screen shows each character’s special ability before confirm Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityInfo_IsVisible_ForEachCharacter Complete
MM.03 REQ.043 Ability description is visible for each character Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityInfo_IsVisible_ForEachCharacter Complete
MM.03 REQ.044 Player can view all characters’ abilities Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityInfo_CanViewAllCharacters Complete
MM.03 REQ.045 Ability info readable and not cut off Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityInfo_IsNotCutOff_Heuristic Complete
MM.03 REQ.046 Displayed ability matches actual in-game behaviour Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityText_MatchesBehaviour (Planned) Partial
MM.03 REQ.047 Player cannot start game without access to ability info Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityInfo_AccessibleBeforeStart Complete
MM.03 REQ.048 Changing selection updates shown ability Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/MainMenu/MM03_AbilityInfoTests.cs AbilityInfo_AccessibleBeforeStart Complete
ABE.01 REQ.049 When a player lands on a green square, a mini game is triggered Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs LandingOnGreenSquareTriggersMinigame Complete
ABE.01 REQ.050 Landing on a blue square does not trigger the mini game Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs LandingOnBlueSquareDoesNotTriggerMinigame Complete
ABE.01 REQ.051 Landing on a gray square does not trigger the mini game Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs LandingOnGraySquareDoesNotTriggerMinigame Complete
ABE.01 REQ.052 The player cannot continue their turn until the mini game is completed or exited Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs DiceDisabledDuringMinigame Complete
ABE.01 REQ.053 Completing the mini game will return a result that determines how much the pollution score is reduced Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs GameResumesAfterMinigameComplete Complete
ABE.01 REQ.054 The pollution score is reduced by the exact amount returned Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs CompletingMinigameReducesPollutionByCorrectAmount Complete
ABE.01 REQ.055 Pollution score cannot go below zero after reduction Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs PollutionScoreCannotGoBelowZero Complete
ABE.01 REQ.056 The updated pollution score is displayed after the mini game ends as well Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs ScoreUIUpdatesAfterMinigameComplete Complete
ABE.01 REQ.057 After the mini game finishes, normal gameplay resumes (end turn/ next player) Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs GameResumesAfterMinigameExit Complete
ABE.01 REQ.058 If the mini game fails to load or is exited by user, the score is not changed and game resumes Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE01_Minigame_On_Green_Square.cs ExitingMinigameDoesNotChangeScore Complete
MG.02 REQ.059 When the player lands on the green square for Plant Trees, the Plant Trees minigame is displayed. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs LandingOnGreenSquareForPlantTreesDisplaysTheMinigame Complete
MG.02 REQ.060 The player can interact with the planting area to plant trees. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs PlayerCanInteractToPlantTrees Complete
MG.02 REQ.061 Planting trees shows visible feedback in the garden. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs PlantingTreesShowsVisibleFeedback Complete
MG.02 REQ.062 The minigame ends after five seconds. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs MinigameEndsAfterFiveSeconds Complete
MG.02 REQ.063 If the player exits early or closes the result page, the minigame closes and control returns to the main game. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs FinishingOrExitingClosesTheMinigameAndReturnsControl Complete
MG.02 REQ.064 The pollution reward is applied when more than 10 taps gives -2 Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs PollutionRewardIsAppliedBasedOnPerformance Complete
MG.02 REQ.065 The pollution reward is applied when 1 to 10 taps gives -1 Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs PollutionRewardIsAppliedBasedOnPerformance Complete
MG.02 REQ.066 The pollution reward is applied when 0 taps gives 0 Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs PollutionRewardIsAppliedBasedOnPerformance Complete
MG.02 REQ.068 The tree-planting/environment theme is clear from the minigame text and visuals. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG02_Planting_Trees.cs PlantingTreesThemeIsClearInVisualsAndText() Complete
GBM.05 REQ.069 When the player lands on a grey square, their pollution score increases by 1. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs GraySquareIncreasesSquareByOne Complete
GBM.05 REQ.070 The increase is applied once per landing. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs GreySquareAppliesOncePerLanding Complete
GBM.05 REQ.071 The pollution score does not exceed the maximum. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs ScoreDoesNotExceedMaximum Complete
GBM.05 REQ.072 The updated score is reflected in the UI. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs UpdatedScoreIsReflectedInUI Complete
GBM.05 REQ.073 Appropriate feedback is shown. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs AppropriateFeedbackIsShown Complete
GBM.05 REQ.074 Landing on green or blue squares does not increase pollution (unless a wrong answer on a blue card does so). Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs BlueSquareDoesNotIncreasePollutionByDefault Complete
GBM.05 REQ.074 Landing on green or blue squares does not increase pollution (unless a wrong answer on a blue card does so). Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM05_Gray_Square_Penalty.cs GreenSquareDoesNotIncreasePollution Complete
GBM.06 REQ.075 When the player lands on a green square, their pollution score decreases by 1. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs MinigameCompletionDecreasesScore Complete
GBM.06 REQ.076 The decrease is applied once per landing. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs MinigameCompletionDecreasesScore Complete
GBM.06 REQ.077 The pollution score does not go below 0 after the decrease. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs ScoreDoesNotGoBelowZero Complete
GBM.06 REQ.078 The updated score is reflected in the UI. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs UpdatedScoreIsReflectedInUI Complete
GBM.06 REQ.079 Appropriate feedback is shown. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs GreenSquareLaunchesMinigame Complete
GBM.06 REQ.080 Landing on grey or blue squares does not by itself decrease pollution (only correct quiz answers or green squares do). Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs GraySquareDoesNotLaunchMinigame Complete
GBM.06 REQ.080 Landing on grey or blue squares does not by itself decrease pollution (only correct quiz answers or green squares do). Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM06_Green_Square_Reward.cs BlueSquareDoesNotLaunchMinigame Complete
GBM.07 REQ.080 The player’s pollution score is always visible during gameplay. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs PollutionScoreIsAlwaysVisible Complete
GBM.07 REQ.081 The score is shown using Lungs and/or an AQHI-style bar. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs ScoreIsShownUsingAQHIBar Complete
GBM.07 REQ.082 As the score increases (e.g. landing on grey, wrong answer), the visual updates (e.g. lungs fill, bar rises) within a short time. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs VisualUpdatesWhenScoreIncreases Complete
GBM.07 REQ.083 As the score decreases (e.g. landing on green, correct answer), the visual updates (e.g. lungs clear, bar falls) within a short time. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs VisualUpdatesWhenScoreDecreases Complete
GBM.07 REQ.084 The score never appears out of the valid range. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs ScoreNeverExceedsValidRange Complete
GBM.07 REQ.085 The representation is readable and understandable. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM07_Visual_Pollution_Score.cs ScoreLabelIsReadableAndUnderstandable Complete
S.03 REQ.085 When any interactive button is pressed, a confirmation sound plays. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs ButtonPressPlaysConfirmationSound Complete
S.03 REQ.086 The sound plays immediately after the button press. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs SoundPlaysImmediatelyAfterButtonPress Complete
S.03 REQ.087 If the player presses multiple buttons quickly, the sounds do not overlap in a jarring way. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs MultipleButtonPressesDoNotOverlapJarringly Complete
S.03 REQ.088 The confirmation sound is affected by the sound effects volume setting. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs ConfirmationSoundAffectedByVolumeSettings Complete
S.03 REQ.089 If sound effects are muted, the confirmation sound does not play. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs ConfirmationSoundDoesNotPlayWhenMuted Complete
S.03 REQ.090 The sound is consistent across all buttons. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs SoundIsConsistentAcrossButtons Complete
S.03 REQ.090 The sound is consistent across all buttons. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Sound/S03_Confirmation_Notes.cs AllInteractiveButtonsPlaySound Complete
GBM.09 REQ.091 When an MCQ blue card is drawn, the UI displays the answer options Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs ShowsAnswerOptions_WhenTriviaCardDrawn Complete
GBM.09 REQ.092 When an MCQ card is shown, the Submit button starts disabled until the player selects an answer. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs ShowsAnswerOptions_WhenTriviaCardDrawn Complete
GBM.09 REQ.093 The player can select exactly one answer at a time; selecting a new option unselects the previous option Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs SelectingAnswer_VisuallyIndicatesOnlyOneSelected Complete
GBM.09 REQ.094 Selecting an answer applies a clear selected-state visual indicator Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs SelectingAnswer_VisuallyIndicatesOnlyOneSelected Complete
GBM.09 REQ.095 After an answer is selected, Submit becomes enabled. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs AfterSelection_SubmitEvaluatesAndLocksIn Complete
GBM.09 REQ.096 After submitting, the answer buttons are locked (disabled) and the submit button is disabled (prevents changing/resubmitting). Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs AfterSelection_SubmitEvaluatesAndLocksIn Complete
GBM.09 REQ.097 A fact card does not display MCQ answer options (no answer-option buttons for fact cards) Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs FactCard_DoesNotShowMCQOptions Complete
GBM.09 REQ.098 A fact card displays the fact UI element Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM09_Choose_Trivia_Answer.cs FactCard_DoesNotShowMCQOptions Complete
ACC.01 REQ.099 The in-game UI includes an enabled Settings button Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs InGameUI_Has_SettingsButton Complete
ACC.01 REQ.100 The Settings UI contains a Large Text toggle Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs SettingsUI_Has_Toggle_And_CloseButton Complete
ACC.01 REQ.101 The Settings UI contains a Close button Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs SettingsUI_Has_Toggle_And_CloseButton Complete
ACC.01 REQ.102 Clicking the Settings button shows the Settings UI and hides the in-game UI Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs ClickSettingsButton_ShowsSettings_HidesInGame Complete
ACC.01 REQ.103 Turning Large Text ON applies the large-font stylesheet to both Settings UI and In-game UI Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs ToggleLargeText_AppliesFontLargeStyleSheet Complete
ACC.01 REQ.104 Turning Large Text OFF removes the large-font stylesheet from both Settings UI and In-game UI Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs ToggleLargeText_AppliesFontLargeStyleSheet Complete
ACC.01 REQ.105 Large Text preference persists: if ACC01_LargeText is 1, the large-font stylesheet is automatically applied on scene reload Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC01_Increase_Font_Size.cs Persistence_LargeText_AppliedOnReload Complete
GBM.10 REQ.106 A player can start the game by choosing a character. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT1_PlayerTokenExistsAtStart Complete
GBM.10 REQ.107 The player rolls a dice and moves forward. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT2_PlayerMovesForward Complete
GBM.10 REQ.108 On a grey spot, the player grabs a pom pom (representing air pollution). Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT3_GraySquare_IncreasesScore Complete
GBM.10 REQ.109 On a blue spot, the player picks a card which can either have a fact or a question. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT4_BlueSquare_OpensCardUI Complete
GBM.10 REQ.110 Upon getting a question, if the player answers it correctly, then the player can remove one of the air pollution from the cup. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT5_CorrectAnswer_DecreasesScore Complete
GBM.10 REQ.111 If the player answers it incorrectly, the player has to move back by one spot. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT6_WrongAnswer_MovesBackOne Complete
GBM.10 REQ.112 The game continues this way. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT7_GameContinues_DiceButtonExists Complete
GBM.10 REQ.113 When the game ends, the number of air pollution pom poms that the player finally has, determine the points of the player. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT8_EndGame_ShowsFinalScore Complete
GBM.10 REQ.114 The game will check the corresponding AQHI with the number of air pollution pom poms collected. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM10_Final_Score_Display.cs AT9_AQHILabelMatchesScoreValue Complete
GBM.11 REQ.115 When the player answers a blue card (trivia) incorrectly, their token moves backward exactly one space on the path. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs AT1_WrongAnswer_MovesBackExactlyOne Complete
GBM.11 REQ.116 The backward move is applied after the wrong-answer feedback. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs AT2_Backstep_HappensAfterFeedbackDismiss Complete
GBM.11 REQ.117 If the player is on position 1 (Start), they do not move backward. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs AT3_AtStart_NoBackwardMove Complete
GBM.11 REQ.118 The pollution score still increases by 1 for the wrong answer. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs AT4_WrongAnswer_IncreasesScoreBy1 Complete
GBM.11 REQ.119 There is clear visual or audio feedback that the answer was wrong before or during the backward move. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs AT5_ShowsIncorrectFeedbackBeforeMove Complete
GBM.11 REQ.120 The player’s new position is correct and visible on the board after the move. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM11_Wrong_Answer_Backstep.cs AT6_PositionUpdatedAfterBackwardMove Complete
GBM.13 REQ.121 After the player selects an answer on a blue card (trivia), an explanation message is shown. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs AT1_FeedbackAppearsAfterSubmit Complete
GBM.13 REQ.122 The message appears immediately after the answer is selected and submitted. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs AT2_FeedbackNotVisibleBeforeSubmit Complete
GBM.13 REQ.123 For a correct answer, the message explains why it is right. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs AT3_CorrectAnswerShowsCorrectState Complete
GBM.13 REQ.124 For an incorrect answer, the message explains why it is wrong and what the correct idea is. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs AT4_IncorrectAnswerShowsIncorrectState Complete
GBM.13 REQ.125 The message stays visible until the player dismisses it. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/GeneralBoardMovement/GBM13_Learn_From_Mistakes.cs AT5_FeedbackPersistsUntilDismissed_AndLocksInputs Complete
SET.01 REQ.125 A background music volume control exists in Settings. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs SettingsUI_Has_Music_Slider Complete
SET.01 REQ.126 Changing the setting immediately adjusts the background music volume in-game. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs Adjust_Slider_Changes_Volume Complete
SET.01 REQ.127 Setting the volume to 0 silences the background music completely. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs Zero_Volume_Mutes_Music Complete
SET.01 REQ.128 If master volume (SET.02) is set to 0, background music is also muted regardless of this setting. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs Zero_Main_Volume_Mutes_Music Complete
SET.01 REQ.129 The chosen volume is saved and persists after the player starts a new game. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET01_Music_Volume_Slider.cs Test_Volume_Save Complete
SET.02 REQ.130 A master volume control exists in Settings. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs SettingsUI_Has_Main_Slider Complete
SET.02 REQ.131 Changing the master volume affects all game sounds (background music, sound effects). Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs Main_Volume_Acts_As_Multiplier Complete
SET.02 REQ.132 Setting master volume to 0 silences all audio in the game. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs Zero_Volume_Mutes_All_Sound Complete
SET.02 REQ.133 The master volume acts as a multiplier on other volume settings. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs Main_Volume_Acts_As_Multiplier Complete
SET.02 REQ.134 The chosen volume is saved and persists after the player closes and reopens the game. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs Test_Volume_Save Complete
SET.02 REQ.135 Adjusting master volume does not reset or change the individual volume settings. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET02_Main_Volume.cs Main_Volume_Does_Not_Change_Other_Settings_Directly Complete
SET.03 REQ.136 A sound effects volume control exists in Settings. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs SettingsUI_Has_SFX_Slider Complete
SET.03 REQ.137 Changing the setting immediately adjusts the volume of all sound effects. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs Adjust_Slider_Changes_Volume Complete
SET.03 REQ.138 Setting the volume to 0 or mute silences all sound effects. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs Zero_Volume_Mutes_Sound_Effects Complete
SET.03 REQ.139 If master volume (SET.02) is set to 0, sound effects are also muted regardless of this setting. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs Zero_Main_Volume_Mutes_Sound_Effects Complete
SET.03 REQ.140 The chosen volume is saved and persists after the player closes and reopens the game. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs Test_Volume_Save Complete
SET.03 REQ.141 Changing this setting does not affect background music volume. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Settings/SET03_SFX_Volume.cs SFX_Slider_Does_Not_Effect_Music Complete
ABE.13 REQ.142 The player can choose Ranger on the character selection screen before the game starts. Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs ABE13_1_PlayerCanChooseRangerBeforeGameStarts Complete
ABE.13 REQ.143 When the Ranger lands on a Wildfire (grey) spot, they take no pollution Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs ABE13_2_RangerTakesNoPollutionDamageOnWildfireGreySpot Complete
ABE.13 REQ.144 Non-Ranger characters still take pollution damage on Wildfire (grey) spots. Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs ABE13_2_RangerTakesNoPollutionDamageOnWildfireGreySpot Complete
ABE.13 REQ.145 When the Ranger lands on a “Plant Trees” (Green) spot, they remove double the usual pollution. Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs ABE13_3_NonRangerStillTakesPollutionDamageOnWildfireGreySpot Complete
ABE.13 REQ.146 The Ranger’s abilities are described on the character selection screen.
Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs ABE13_3_RangerRemovesDoubleUsualPollutionOnPlantTreesGreenSpot Complete
ABE.13 REQ.147 During the game, the avatar and theme reflect the Ranger.
Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE13_Play_As_The_Ranger.cs ABE13_4_RangerAbilitiesAreDescribedOnCharacterSelectionScreen Complete
ABE.11 REQ.148 The player can choose Cyclist on the character selection screen before the game starts.
Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs CyclistIsSelectableOnCharacterScreen Complete
ABE.11 REQ.149 After selecting the cyclist, the game shows the cyclist on the Game Board Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs SelectingCyclistLoadsGameWithCyclist Complete
ABE.11 REQ.150 When the Cyclist lands on a Green spot, they move +1 extra space automatically
Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs CyclistMovesPlusOneAfterGreenSquare Complete
ABE.11 REQ.151 When the Cyclist lands on a “Car/Traffic” Grey spot, they take zero pollution damage Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs CyclistTakesZeroDamageOnCarTrafficGreySpot Complete
ABE.11 REQ.152 The Cyclist’s abilities are described on the character selection screen and behave as described in the game design. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs CyclistAbilityIsDescribedOnCharacterScreen Complete
ABE.11 REQ.153 During the game, the avatar and theme reflect the Cyclist Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE11_Play_As_The_Cyclist.cs CyclistAvatarReflectedInGame Complete
ABE.06 REQ.154 A player beats the boss only if they answer all three questions correctly. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs AllThreeCorrect_PlayerBeatsBoss Complete
ABE.06 REQ.155 If the player answers all three correctly: the win state is shown Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs AllThreeCorrect_WinStateShown Complete
ABE.06 REQ.156 If the player answers one or more questions incorrectly: the player does not beat the boss Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs OneIncorrect_PlayerDoesNotBeatBoss Complete
ABE.06 REQ.157 After a win, the player returns to the board and can continue moving Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs AfterWin_PlayerReturnsToBoard_CanContinue Complete
ABE.06 REQ.158 After a loss, the player also returns to the board and gameplay continues Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE06_Beat_A_Boss.cs AfterLoss_PlayerReturnsToBoard_GameplayContinues Complete
ABE.07 REQ.159 The player loses the boss battle if they answer one or more questions incorrectly out of the three Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs OneIncorrectAnswer_PlayerLoses Complete
ABE.07 REQ.160 Losing occurs as soon as the first incorrect answer is submitted (the player does not need to answer all three to lose). Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs FirstIncorrect_EndsBattleImmediately_NoRemainingQuestions Complete
ABE.07 REQ.161 A clear lose state is shown (e.g. "Incorrect answer!"). Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs LoseState_ShowsIncorrectMessage Complete
ABE.07 REQ.162 If the player answers question 1 correctly and question 2 incorrectly, they lose; they do not beat the boss. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs Q1CorrectQ2Incorrect_PlayerLoses Complete
ABE.07 REQ.163 If the player answers all three incorrectly, they lose. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs AllThreeIncorrect_PlayerLoses Complete
ABE.07 REQ.164 If the player answers two correctly and one incorrectly (in any order), they lose. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs TwoCorrectOneIncorrect_PlayerLoses Complete
ABE.07 REQ.165 After losing, the player returns to the board and gameplay continues. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs AfterLose_PlayerReturnsToBoard_GameplayContinues Complete
ABE.07 REQ.166 The boss battle is considered finished on loss; the player does not continue answering the remaining questions after an incorrect answer. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE07_Lose_To_A_Boss.cs BattleFinishedOnLoss_NoRemainingQuestionsShown Complete
ABE.12 REQ.167 The player can choose Scientist on the character selection screen before the game starts. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs ScientistIsSelectableOnCharacterScreen Complete
ABE.12 REQ.168 The player has a “Sensor” button that can be used at most twice per game to reveal the correct answer to a difficult Quiz Card. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs SensorButtonAppearsOnQuizCards Complete
ABE.12 REQ.169 After two uses, the button is disabled or clearly indicated as unavailable. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs SensorButtonDisabledAfterTwoUses Complete
ABE.12 REQ.170 The Scientist’s ability is described on the character selection screen and works only on quiz/question cards, not on fact-only cards. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs SensorDoesNotWorkOnFactCards Complete
ABE.12 REQ.171 During the game, the avatar and theme reflect the Scientist. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE12_Play_As_The_Scientist.cs SelectingScientistLoadsGameWithScientist Complete
UI.05 REQ.172 When present the pause button is located in the top right Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/UI/UI05_Unify_The_UI.cs PrimaryButtonsUseConsistentStyling Complete
UI.05 REQ.173 The main title text uses the same font whenever present in the game Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/UI/UI05_Unify_The_UI.cs TitleTextUsesConsistentFontAcrossScenes Complete
UI.05 REQ.174 Font color and size is used consistently Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/UI/UI05_Unify_The_UI.cs ButtonFontSizeIsConsistentAcrossScenes Complete
MP.04 REQ.175 (Assuming the card pool is not exhausted) Each blue card (fact or question) is shown to only one player during the game, the one who landed on the blue square Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP04_No_Repeat_Questions.cs EachCardShownOnceBeforeDeckEmpty Complete
MP.04 REQ.176 If the blue card pool is exhausted, the game re-adds in all of the blue game cards that were present at the start of the game. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP04_No_Repeat_Questions.cs DeckRefilledWhenEmpty Complete
MP.04 REQ.177 Questions are drawn fairly (random from unseen pool) so no player is systematically favored. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP04_No_Repeat_Questions.cs CardsDrawnFairly Complete
ACC.02 REQ.178 Speaker button appears on fact/question cards. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs SpeakerButtonAvailableOnMCQ Complete
ACC.02 REQ.179 Speaker button appears on fact/question cards. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs SpeakerButtonAvailableOnFact Complete
ACC.02 REQ.180 Press plays TTS for the current card’s text. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs SpeakerButtonPlaysTTS Complete
ACC.02 REQ.181 Press again stops (or restarts) without overlapping audio. Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs SecondTTSUseStopsTTS Complete
ACC.02 REQ.182 Switching cards reads the new card (old audio stops). Ben W26project-FutureEnergySystems/Assets/Testing/PlayMode/Accessibility/ACC02_Text_To_Speech.cs ClosingCardStopsTTS Complete
MP.01 REQ.183 The player can start a multiplayer game with 2 or 3 total players, where 1 or 2 are bots. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs CanStart2PlayerGame(), CanStart3PlayerGame() Complete
MP.01 REQ.184 Bots take turns in the same order as human players. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs PlayersTakeTurnsInOrder() Complete
MP.01 REQ.185 When it is a bot's turn, the bot rolls the dice and moves automatically (without any human's input). Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs OnlyCurrentPlayerCanMove() Complete
MP.01 REQ.186 Each bot has its own token, position, and pollution score. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs EachPlayerHasSeparateToken() Complete
MP.01 REQ.187 When a bot lands on a blue square, the bot answers the question automatically. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs TurnOrderRepeatsUntilGameEnds() Complete
MP.01 REQ.188 Bots apply the same board rules as the humans. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs CurrentPlayerIsIndicatedInUI() Complete
MP.01 REQ.189 The game supports 1 human + 1 bot or 1 human + 2 bots. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs OnlyCurrentPlayerCanMove() Complete
MP.01 REQ.190 The current turn (human or bot) is clearly indicated. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs OnlyCurrentPlayerSeesBlueCard() Complete
MP.01 REQ.191 Bot turns complete within a reasonable time so the game does not feel stuck. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP01_PlayWith2Others.cs GameSupportsExactly2Or3Players() Complete
MP.03 REQ.192 In multiplayer, the player with the lowest pollution score when the game ends is the winner. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs LowestPollutionScoreWins() Complete
MP.03 REQ.194 If two or more players tie for the lowest pollution score, the winner is defined. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs TieForLowestScoreProducesTie() Complete
MP.03 REQ.195 The pollution score is the Lung Meter / pompom count (0–10); lower is better. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs PollutionScoreRangeIs0To10() Complete
MP.03 REQ.196 Pollution scores are updated correctly for each player as they land on green, grey, and blue squares. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs PollutionScoreUpdateOnGreenSquare(), PollutionScoreUpdateOnGraySquare(), PollutionScoreUpdateOnBlueSquareCorrect() Complete
MP.03 REQ.197 The winner is clearly announced at the end of the game. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs WinnerAnnouncedAtGameEnd() Complete
MP.03 REQ.198 All players can see final scores (or at least who won) at game end. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs AllPlayersFinalScoresVisible() Complete
MP.03 REQ.199 The win condition uses pollution score only (or as the primary tiebreaker), not board position alone. Sridhar W26project-FutureEnergySystems/Assets/Testing/PlayMode/Multiplayer/MP03_WinByLowerAQHI.cs WinConditionUsesPollutionScoreOnly() Complete
MG.01 REQ.200 When the player enters the wind/smoke minigame (e.g. boss battle or designated trigger), the minigame loads and appears. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs StayInsideMinigameExistsInScene Complete
MG.01 REQ.201 The player can interact to clear smoke. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs MinigameNameMatchesUserStory Complete
MG.01 REQ.202 Animations for smoke and wind interaction run correctly and are visible. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs TapsOnWindAreaReduceSmoke Complete
MG.01 REQ.203 The minigame has a clear win condition (e.g. clear 75% of smoke in 12 seconds, or meet a target). Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs PollutionReductionTiersMatchSpec Complete
MG.01 REQ.204 When the player finishes the minigame (win or time limit), the minigame closes and the main game continues. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs ExitButtonStopsMinigame Complete
MG.01 REQ.205 The minigame exits cleanly when completed or when the player exits (if allowed); the main game does not get stuck. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs InstructionsMentionWindOrSwipe Complete
MG.01 REQ.206 The theme (wind blowing away smoke, interacting with pollution) is clear in the minigame’s visuals and interactions. Ipsa W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG01_Stay_Inside_Clean_Air.cs SmokeCloudsContainerAndPuffsExist Complete
MG.06 REQ.207 When the player lands on a green square that triggers the ride a bike minigame Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs RideBikeMinigameExistsInScene Complete
MG.06 REQ.208 The player can tap to pedal/control the bike Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs TapAreaExistsAndIsInteractable Complete
MG.06 REQ.209 Tapping the tap area increases distance travelled Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs TappingTapAreaIncreasesDistance Complete
MG.06 REQ.210 Visual feedback shows the bike moving or pedaling animation Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs ProgressBarUpdatesOnTap Complete
MG.06 REQ.211 Visual feedback shows the bike moving or pedaling animation Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs VisualFeedbackElementsExist Complete
MG.06 REQ.212 The minigame ends when the player travels 50 metres Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs ExitButtonClosesMinigame Complete
MG.06 REQ.213 When the player finishes the minigame (or exits early), the minigame closes and the main game resumes Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs EarlyExitFiresOnMinigameExited Complete
MG.06 REQ.214 The pollution reward (−1 or −2 based on distance) is applied after the minigame ends — full reward at 50m Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs PollutionRewardTier_Full_50m Complete
MG.06 REQ.215 The pollution reward (−1 or −2 based on distance) is applied after the minigame ends — half reward at 25m Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs PollutionRewardTier_Half_25m Complete
MG.06 REQ.216 The pollution reward (−1 or −2 based on distance) is applied after the minigame ends — zero reward under 25m Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs PollutionRewardTier_Zero_Under25m Complete
MG.06 REQ.217 The theme (riding a bike, reducing car emissions, clean transportation) is clear in the minigame's visuals and text Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs TitleReferencesBikingTheme Complete
MG.06 REQ.218 The theme (riding a bike, reducing car emissions, clean transportation) is clear in the minigame's visuals and text Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs SceneContainsBikingVisuals Complete
MG.06 REQ.219 Performance feedback is displayed at the end Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs ResultLabelExistsInUI Complete
MG.06 REQ.220 Performance feedback contains positive message on goal reached Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs ResultLabelContainsPositiveFeedbackOnGoal Complete
MG.06 REQ.221 Performance feedback shows distance biked Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs ResultLabelContainsDistanceBiked Complete
MG.06 REQ.222 Performance feedback is displayed at the end Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs ResultLabelExistsInUI Complete
MG.06 REQ.223 Timer counts down during gameplay Maansi W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG06_Riding_Bike.cs TimerCountsDownDuringGame Complete
MG.05 REQ.224 When the player enters the “Use a Mask” minigame, the minigame loads and appears. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs UseMaskMinigameExistsInScene() Complete
MG.05 REQ.225 The minigame shows a face and three mask options. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs MinigameShowsFaceAndThreeMaskOptions() Complete
MG.05 REQ.226 The player can drag and drop a mask onto the face. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs CorrectMaskSnapsToFace() Complete
MG.05 REQ.227 Dropping an incorrect mask resets it and shows incorrect feedback. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs IncorrectMaskResetsToStartAndShowsFeedback() Complete
MG.05 REQ.228 Dropping the correct mask snaps it to the face. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs CorrectMaskSnapsToFace() Complete
MG.05 REQ.229 On success, the minigame closes and applies pollution reduction of 1. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs SuccessCompletesMinigameWithPollutionReductionOfOne() Complete
MG.05 REQ.230 On failure after the allowed attempts, the minigame closes with no pollution change. Pouyan W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG05_Using_A_Mask.cs FailureAfterTwoIncorrectAttemptsCompletesWithNoPollutionChange() Complete
MG.04 REQ.231 The user is prompted with a selection of three energy sources Eric Complete
MG.04 REQ.232 The user may select an energy source by clicking on it Eric Complete
MG.04 REQ.233 The user is rewarded if they select the clean source Eric Complete
MG.04 REQ.234 There is a brief animation and sound on success or failure Eric Complete
MG.04 REQ.235 The user loses pollution if they succeed Eric Complete
MG.04 REQ.236 The user gains pollution if they fail Eric Complete
MG.07 REQ.237 The user gains 1 point for each second a light is left on Eric Complete
MG.07 REQ.238 The light turns off whenever the user presses it. Eric Complete
MG.07 REQ.239 Randomly, the lights are turned on by NPCs that run around between the rooms Eric Complete
MG.07 REQ.240 If the user has too many points at the end, they gain 1 pollution point Eric Complete
MG.07 REQ.241 If the user has less then 25 points at the end they lose 1 pollution point Eric Complete
ABE.08 REQ.242 After a boss battle ends (win or lose), the player can see which questions they got wrong. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs AT1_AfterBattleEnds_PlayerCanSeeWrongQuestions Complete
ABE.08 REQ.243 After a boss battle ends (win or lose), the player can see which questions they got wrong. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs AT2_IncorrectAnswers_ShowCorrectAnswersInFeedback Complete
ABE.08 REQ.244 The player can read the feedback before returning to normal gameplay. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs AT3_FeedbackVisibleUntilPlayerContinues Complete
ABE.08 REQ.245 The feedback is shown only after the battle has ended, not during the three questions. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs AT4_FeedbackNotShownDuringThreeQuestions Complete
ABE.08 REQ.246 If the player answered all three correctly, an "All correct!" screen is shown. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE08_Learn_From_Boss_Mistakes.cs AT5_AllThreeCorrect_ShowsAllCorrectScreen Complete
ABE.09 REQ.247 When the game is set to Hard difficulty, questions come from the hard/difficult question set. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT1_HardDifficulty_UsesHardQuestionSet Complete
ABE.09 REQ.248 Hard difficulty applies to blue-card questions and, if applicable, boss-battle questions. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT2_HardDifficulty_AppliesToBlueCards_AndBossIfApplicable Complete
ABE.09 REQ.249 The difficulty does not change mid-game unless the player changes settings. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT3_DifficultyDoesNotChangeMidGame Complete
ABE.09 REQ.250 The current difficulty (Hard) is visible somewhere on the screen itself. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT4_HardDifficulty_IsVisibleOnScreen Complete
ABE.09 REQ.251 At least one hard question is shown during a typical game when Hard is selected. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT5_AtLeastOneHardQuestion_ShownWhenHardSelected Complete
ABE.09 REQ.252 When the player selects Medium, the game asks questions from the Medium set. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT6_MediumDifficulty_UsesMediumQuestionSet Complete
ABE.09 REQ.253 Medium difficulty is used for normal blue-card questions and boss questions (if boss questions are used). Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT7_MediumDifficulty_AppliesToBlueCards_AndBossIfApplicable Complete
ABE.09 REQ.254 The difficulty stays on Medium during the game unless the player changes it in settings. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT8_MediumDifficulty_DoesNotChangeMidGame Complete
ABE.09 REQ.255 The player can clearly tell they are on Medium from what is shown on screen. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT9_MediumDifficulty_IsVisibleOnScreen Complete
ABE.09 REQ.256 In a normal Medium game, the player will see at least one Medium question. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE09_More_Difficult_Questions.cs AT10_AtLeastOneMediumQuestion_ShownWhenMediumSelected Complete
ABE.10 REQ.257 When the game is set to Easy difficulty, questions come from the easy question set. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs AT1_EasyDifficulty_UsesEasyQuestionSet Complete
ABE.10 REQ.258 Easy difficulty applies to blue-card questions and, if applicable, boss-battle questions. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs AT2_EasyDifficulty_AppliesToBlueCards_AndBossIfApplicable Complete
ABE.10 REQ.259 The difficulty does not change mid-game unless the player changes settings. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs AT3_DifficultyDoesNotChangeMidGame Complete
ABE.10 REQ.260 The current difficulty (Easy) is visible somewhere on the screen itself. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs AT4_EasyDifficulty_IsVisibleOnScreen Complete
ABE.10 REQ.261 At least one easy question is shown during a typical game when Easy is selected. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/AdditionalBoardEvents/ABE10_More_Easier_Questions.cs AT5_AtLeastOneEasyQuestion_ShownWhenEasySelected Complete
MG.03 REQ.262 When the player lands on a green square, the Public Transportation minigame is displayed. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs LandingOnGreenSquareDisplaysPublicTransportationMinigame Complete
MG.03 REQ.263 The player sees three transportation lanes: Car, Bus, and Metro. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs PlayerSeesThreeTransportationLanesCarBusAndMetro Complete
MG.03 REQ.264 The player can move between lanes during the minigame using keyboard input, and swipe input on touch devices. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs PlayerCanMoveBetweenLanesDuringTheMinigame Complete
MG.03 REQ.265 If the player finishes the minigame in the Metro lane, the pollution score decreases by 2. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs FinishingInMetroLaneReducesPollutionByTwo Complete
MG.03 REQ.266 If the player finishes the minigame in the Bus lane, the pollution score decreases by 1. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs FinishingInBusLaneReducesPollutionByOne Complete
MG.03 REQ.267 If the player finishes the minigame in the Car lane, the pollution score does not decrease. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs FinishingInCarLaneDoesNotReducePollution Complete
MG.03 REQ.268 If the player hits an obstacle, the minigame shows end feedback with no pollution reduction. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs HittingObstacleShowsEndFeedbackWithNoPollutionReduction Complete
MG.03 REQ.269 After viewing the end feedback, the player can dismiss the minigame and return to the board. Vikasini W26project-FutureEnergySystems/Assets/Testing/PlayMode/Minigames/MG03_Public_Transportation.cs AfterViewingEndFeedbackPlayerCanDismissMinigameAndReturnToBoard Complete