Recording of the visual regression run on chattamon.com · Chattamon — Pokemon-style language RPG walkthrough.

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C
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Test recording

Chattamon — Pokemon-style language RPG walkthrough

131,337 ms · 0 pixels changed · matches baseline

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export async function test(page, baseUrl, screenshotPath, stepLogger) {
  const shot = (n, slug) => screenshotPath.replace('.png', `-${n}-${slug}.png`);
  const settle = () => page.waitForLoadState('networkidle').catch(() => {});
  const base = baseUrl || 'https://chattamon.com';

  await page.route('**/*', (route) => {
    const u = route.request().url();
    if (/email-decode|cloudflareinsights|googletagmanager|google-analytics|hotjar|fullstory|posthog/.test(u)) return route.abort();
    return route.continue();
  });

  stepLogger.log('Scenario 1: Start screen');
+95 more lines — claim the test to get the full code.

Checks run

Run
✓
Visual
✓
Text
—
DOM
✓
Network
—
Console
✓
A11y
—
Perf
—
URL
✓
Variables
—
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0
Diff px
2m 11s
Duration
—
Accessible

Notes from the demo run

AI-generated

Chattamon by u/onscreencomb9 is 'Duolingo as a Pokemon-style RPG' — a no-signup browser game where NPCs quiz you with multiple-choice and one offers live voice chat. Onboarding is 4 picks (native language, practice language, level A0-B2, review) and ~25 seconds total. Once inside, the player drops into a fully-rendered Pokemon-overworld town with buildings, NPC sprites, a fountain, pathways, and a mini-map. Strong vibes; the whole product is the game.

Highlights
  • 30-second no-signup-to-overworld
    Click Start Chattamon → 4 picker steps → spawn in the overworld town. No email, no account, no email-verify. The 'try before you commit' bar is set as low as it physically can be — the player IS playing within 30 seconds of clicking the Reddit link.
  • Real Pokemon-style overworld, not a slide deck
    Full pixel-art town with at least 4 named buildings (one Pokemon-Center-style red-cross, shops with red/grey roofs), 5+ visible NPCs (woman with glasses, mustache man, woman with brown hair, character in red sweater near a fountain), pathways, perimeter trees, a fountain, AND a working mini-map in the bottom-right corner. Production-quality pixel art.
  • Wayfinding via Step X/4 + Back button + 'You can change this later'
    Every onboarding step shows the current step (1/4, 2/4, ...) plus a Back button and a small 'You can change this later' / 'Choose what feels comfortable' caption. The picker UX is unusually polished for an indie launch — most Reddit indie launches ship 'just pick already' modals; this one respects the user.
  • Menu has Progress (XP, Badges 0/6, Characters 1/7), Rankings, Account, Audio
    Tab-bar menu reads like a real game with progression: XP counter on the HUD, 6 named badges to collect, 7 characters to befriend, a leaderboard tab. Strong retention signals built into the chrome before the player has earned any of it.
Friction points
  • Step 1 (native language) only has 4 options — English/Spanish/French/Japanese
    Worldwide game on r/SideProject's front page — a German / Portuguese / Mandarin learner is shown 'sorry, pick the closest'. The picker design itself supports many languages; just add more rows.
  • Two console errors on initial load
    Worth a triage. Likely audio-context permission warnings or web-font load failures — neither blocks gameplay but they show up in Sentry.
  • 0 XP HUD top-right and 'Menu' button compete for attention with the game world
    Both HUD elements sit in the top-right corner over the world canvas. On smaller viewports the menu button can overlap an NPC sprite. Consider a small backdrop or semi-transparent panel under the HUD.

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