First off, 100% test coverage is not a realistic goal, and games especially tend to incorporate elements that are difficult to test reliably, for example when aspects like timing, physics or (nontrivial) AI become involved. In addition, automated tests are neither infallible nor by definition superior to manual testing, so your friends' stance appears a little... overzealous to me.
Howver, that does not mean that games can't massively benefit from automated tests. A common approach in test automation is to prioritize areas that would benefit the most and work your way down the list until you reach a point where the efforts outweigh the advantages. Typical criteria are:
- How often does this code change / how likely is it to introduce a bug here?
- How severe are the consequences if it breaks?
- How easy is it to test?
- How obvious (or not) would a bug be during manual tests?
I'd recommend the following starting points:
Sanity checks
If game stats and actions depend on complicated and/or frequently tweaked formulae or functions, it's rarely necessary to check for minor deviations (unless your game is really balanced on a knife's edge), and updating the test cases every time can take a lot of work. What you do want to guard against, however, are gamebreaking numbers and unexpected interactions. Say, an ability that does 20 times the expected damage on a critical hit, but only against a specific enemy type.
Instead of setting up a test case that checks the exact damage output and secondary effects of every attack, I would write a test that goes through all attacks and checks if the numbers are within a specific range that's appropriate for their power level. Tweaking an ability by 10% for balance reasons shouldn't cause any tests to fail, but extreme outliers (which are probably unintended) should.
Core rules and algorithms
There will probably be pieces of code (say, the save/load mechanism, network code, pathfinding, core game rules...) that are critical to your game working as intended. They are also likely to interact with a lot of different modules, and thus be easily affected by changes to those. You might, for example, introduce a new enemy type, forget to serialize one of their stats and mess up the savegame format, which only becomes apparent during a longer playthrough, which you can't do after every little change.
For these central elements, automated tests are usually worth the effort because you absolutely don't want them to break.
Rapid iteration
Few finished games look anything like their early versions. You will probably make some sweeping changes that affect most of the existing content in one way or another, for example by adding a new stat or game mechanic. This, essentially, resets the "tested and mature" status of all your code and assets and the amount of extra testing required will grow with the size of your game.
You can't just skip manual tests, of course. There's no replacement for actually playing your game (and having others play it as well). But having a battery of tests ready to go, even if they're imperfect and incomplete, can allow you to vet and tweak these sweeping changes much faster, and find many inconsistencies the second they are introduced.
You're not limited to testing for correctness, by the way. If you're worried about balance, a scipt that runs a battery of different combinations, items, matchups or whatever can yield a lot more valuable (and reliable) data points than a handful of manual tests.