First weeks of testing felt inconclusive and pointless due to not having much of a game to test but towards the end testing started becoming easier and felt more meaningful.
Understanding the amount of work that goes to ensuring a feature is fully ready to production took me almost the entire course. It didn't help that I was my own gatekeeper.
I took on too much responsibility and should've left the testing itself to available personnel instead of trying to brute force through test cases. During later stages we got our bug reporting process to work but there are still improvements to be considered.
For example. Gameplay test 1 was just me writing 20 test cases that I myself tested and bug reported if there were any. This devolved into a process where we would let 'basically complete' features pass which caused problems later on.
I should've pushed back on having more robust testing process but in the end the work would've been on my table.
I understood the importance of having regular, robust testing as bugs piled on and they weren't properly recorded so I nobody was on track on what actually worked and what didn't.
We eventually fixed this with a more freeform process of reporting bugs, essentially turning the bug report document into a tasklist.
Overall I felt like I started out with a good procedure that fell to pieces and picked it up later on during the course. Better structured testing would've saved us a lot of headaches and time.
I would definitely like to do testing in the future but I felt like I was too focused with actually making the game to create a proper testing environment.