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Domain 5Objective 2

Understanding the Types of Defects in Level Design CT-GAME Practice Questions (Page 4)

Part of the Game Level Testing domain, which makes up ~9% of our current practice bank. ISTQB does not publish an official question count, but from its 60-minute exam (~25–40 total, ~2–4 in this domain), expect 1–1 from this objective — we provide 33 practice questions to prepare you well beyond it. (estimate)

33questions here
7free pages
8concepts

Questions 16–20

  1. 16application · medium

    In a platformer level, players can jump onto a series of floating platforms to reach a high ledge. However, during playtesting, testers find that when they land on the edge of the third platform, they sometimes fall through the surface and die. The collision mesh appears correct in the editor. What should the level designer investigate first?

    Select an answer first
  2. 17expert · hard

    A level has a boss fight that is intended to be challenging. However, testers find that the boss can be defeated by standing in a specific corner where the boss's attacks cannot reach, making the fight trivial. The corner is not visible to players and is not an intended safe spot. What is the best course of action?

    Select an answer first
  3. 18foundation · easy

    Players frequently get lost in a level because there are no distinctive features to orient themselves. Which type of defect is this?

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  4. 19application · medium

    In a puzzle level, the player must push a block onto a pressure plate to open a door. However, the block is too heavy and the player character cannot push it, making the level unbeatable. What is the most likely defect and the best solution?

    Select an answer first
  5. 20application · medium

    In a maze-like dungeon level, playtesters frequently get lost and cannot find the exit, even though the path is straightforward. The level has no unique landmarks and all corridors look identical. What is the primary defect and the best solution?

    Select an answer first
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