1. Make PRs small, but not as small as you can possibly make them.
2. Intend to write at least one nice-ish test suite that tests like 50-80% of the LOC in the PR. Don't try to unit test the entire thing, that's not a unit test. And if something is intrinsically hard to test - requires extensive mocking etc - let it go instead of writing a really brittle test.
3. Tests only do two things: help you make the code correct right now, or help the company keep the code right long term. If your test doesn't do either, don't write it.
4. Ok - now code. And just keep in mind you're the poor sod who's gonna have to test it, so try to factor most of the interesting stuff to not require extensive mocking or shit tons of state.
I've found this workflow works almost anywhere and on almost any project or code. It doesn't require any dogmatic beliefs in PR sizes or test coverages. And it helps prevent the evils that dogmatic beliefs often lead you into. It just asks you to keep your eyes open and don't paint yourself into a corner, short term or long term.
Never let tests depend on implementation details.
In tests in a web application/api, your tests can actually be real use cases quite easily and design your api around real use cases.
How would you do that in a game? Check a frame looks a certain way?
I have done proper testing a puzzle game where the game can be represented by abstract state. But modern 3d rending is hard to test well.
Where you are going to run into difficulty in testing is if your APIs are so complex that it's all but impossible to exercise all code paths by testing with different parameters, or if functions have global side effects (bad practice).