# Unit Testing

**URL:** <https://phaser.discourse.group/t/unit-testing/2922>\
**Category:** Phaser 3\
**Created:** [June 26, 2019, 7:23pm UTC](https://phaser.discourse.group/t/unit-testing/2922 "2019-06-26T19:23:36Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![ldd](https://avatars.discourse-cdn.com/v4/letter/l/9de0a6/32.png) [@ldd](https://phaser.discourse.group/u/ldd)\
**Post date:** [June 27, 2019, 12:36am UTC](https://phaser.discourse.group/t/unit-testing/2922/2 "2019-06-27T00:36:45Z")

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You could always use something like [chromatic](https://www.chromaticqa.com/) or [applitools](https://applitools.com/).

In my opinion, I think you should consider this approach:

Use Phaser minimally. All the actual game logic runs in a webWorker, and Phaser is literally only used to display things.

That way, ideally, you don’t even need Phaser to play your game and a text-only version is possible.

Caveats: this probably works best for ‘slow’ games like turn-based JRPGs or turn-based strategy games.

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_[View the full topic](https://phaser.discourse.group/t/unit-testing/2922)._
