@Michael basically anything you can do with command line is doable with jenkins. Feel free to do your research about how to open and manipulate the emulator via command line
That being said, I don’t think testing with the google emulator is worth it ( except maybe at the very beginning maybe ). From what I have seen, it is too different from actual devices to be useful, and anyway you will need to test on actual devices as well… Some publishers in some countries use http://www.bluestacks.com/ , so that might be worth to test on when you don’t want to be bothered by devices, but still…
Game starting up or not is not the only problem you will have with your game… Whether people who buy things in game actually get them, whether or not the save of v42 doesnt crash when you update on v43, and many other cases that you need to test manually, and ideally on each and every device you want to support…
Android is troublesome that way, and our game is getting some bad reviews like " it doesnt work on my device ". Then the only option for you as a developer is go find and buy that device to be able to debug it. And there are more than 7000 android devices out there…
FYI making jenkins build your game takes only a couple of weeks maximum. Then tuning the configuration to improve your build time, make maintenance easy, etc. is an ongoing task while the project is being developed. But this is totally worth it, because it frees you from the task of making the clean build that you want to push on google play and test with all features enables ( in app purchase, google services, etc. ), everytime you want to do it. And If you re making the game for other people (and not just yourself), you want to do that as much as possible.
You should still build locally everytime to make sure everything builds before you commit ( so you don’t fill in your repository with broken code), so if you re making the game only for yourself, jenkins will not help you much. Having a build script building out of the clean checkout definitely will though, but this is about good development practices, not continuous integration.
If you want to add automatic testing to the automatic build, it is another endeavor that will take some amount of time, and I personally think it is not worth it, since it doesn’t free you from anything at all. You still need to actually test the whole game, on all supported devices.
Note that I am making this statement for a complete game.
If you work on a library (like a specific cocos feature or some other reusable game component) automated unit testing might be easier to do, and absolutely worth the trouble. In my case I did automated testing for our encryption/decryption class, as well as our save/load behavior. But I am automatically testing it only in the PC version. The main goal being that I want to make sure that everyone in the dev team knows if it ever change by chance at some point in development, since it will break backward compatibility. For everything else, our best option was still to test the game manually.