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> *You're the last QA Engineer before release. The clock is ticking. Can you make the right call?*
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An interactive browser game for QA engineers — and anyone who's had to decide whether to ship at 5 PM on a Friday.
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An interactive browser game for QA engineers and Analysts and anyone who's had to decide whether to ship at 5 PM on a Friday.
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**[Play it here](https://zarboni.github.io/release-panic-simulator/)**
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---
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## What it is
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You're given a realistic release dashboard — test results, bug tracker, CI pipeline, risk score — and you have to make a call before the clock runs out. Four scenarios, each built around situations that actually happen on engineering teams.
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You're given a realistic release dashboard, test results, bug tracker, CI pipeline, risk score and you have to make a call before the clock runs out. Four scenarios, each built around situations that actually happen on engineering teams.
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Your options at the end of each scenario:
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|**Request Hotfix**| Close to ready — one targeted fix first |
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|**Escalate to Dev Lead**| The decision is above your authority |
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There's always a correct answer. The outcome screen shows what would actually happen — and why.
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There's always a correct answer. The outcome screen shows what would actually happen and why.
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## Why I built it
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I built this to show how I approach release decisions, not just that I can write tests. The scenarios are designed around the decisions that matter in practice:
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I built this to show colleagues how I approach release decisions, not just that I can write tests. The scenarios are designed around the decisions that matter in practice:
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- Reading the full picture, not just whether CI is green
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- Knowing when to block, when to escalate, and when a targeted fix is the right call
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## Design Notes
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**Why retro terminal?**
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QA work lives in terminals, CI dashboards, and bug trackers. The aesthetic fits the domain and makes the fake data feel more real than a polished UI would.
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QA work lives in terminals, CI dashboards, and bug trackers. The aesthetic fits the domain and makes the fake data feel more real than a polished UI would. Plus having that visual feel of viewing an old vhs tape 😂
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**Why four decisions instead of just approve/block?**
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Because that's how it actually works. "Escalate" is a meaningful choice. "Request hotfix" is different from "block and come back later." The binary approve/reject framing misses the nuance.
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Because that's how it actually works. "Escalate" is a meaningful choice. "Request hotfix" is different from "block and come back later."
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**Why does Scenario 2 have a risk score of 28/100?**
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That's the point. The risk score is calculated from what the pipeline can see — it can't read the diff. Most players approve it, and most players are wrong.
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That's the point. The risk score is calculated from what the pipeline can see. It can't read the diff. Most players approve it, and many players are wrong.
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**Why show consequences for every wrong answer?**
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Punishing wrong answers without explanation doesn't teach anything. The outcome screen exists to make the reasoning visible, not just the verdict.
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