Play-testing
After every change, Roflow plays your game in Roblox Studio to check it. You do not have to start anything: Roflow presses Play, runs its checks and stops the play-test when it is done.
What Roflow checks
Every play-test checks three things:
| Check | What it means |
|---|---|
| Your game starts | The game runs and the test player spawns. |
| No script errors | No script raises an error while the game runs. |
| It does what you asked | A separate reviewer's checks for your request pass in the live game. |
For games Roflow started, it also plays the kind of game you are making: it runs an obby to the finish and checks checkpoints, earns and spends money in a tycoon, plays a round, or drives a race.
The reviewer's checks
A separate reviewer sees only your request and your place, never the conversation that built it. It writes checks that run inside the play-test: moving the test player onto parts, triggering prompts, tapping buttons on screen, and reading coins, values and what the screen shows. Some checks confirm the change itself; others confirm that something you said must keep working still works.
Phones and controls
When your request is about phones, mobile or touch, the test player joins as a simulated iPhone. Roflow moves and jumps with touch and taps the on-screen buttons the reviewer names. If you also said to keep desktop controls working, Roflow plays once more on desktop and walks and jumps with the keyboard.
Slow games
When your request is about lag or speed, Roflow records where the server's scripts spend their time during the play-test, before and after the change.
Reading the results
Open Progress in the chat header to see the latest Playtest report: each check with pass, fail or unverified, what Roflow observed, and a screenshot of the play viewport. The screenshot is a visual reference only; pass or fail comes from what Roflow measured.
Unverified means Roflow could not observe the thing, for example because the reviewer could not write a check for it. Roflow never reports an unverified check as working.
Saved progress
New in Roflow 2.0.4. When a game should keep a player's progress (you asked for saving, or it is a tycoon or simulator), Roflow checks it: the test player leaves, so the game saves the way it would for a real player, then Roflow starts a new play-test and checks the player came back with what they had. When your request is about saving, the reviewer can also check what your game saved after the player rejoins.
Roblox only allows saved data in a published place with Enable Studio Access to API Services turned on (in Studio, Game Settings → Security). In a place without it, Roflow skips the saving check and tells you how to turn it on. It never reports saving as working when it could not check it.
Once API access is on, play-tests use your game's real saved data for your own Roblox account, as any play-test in Studio does.