Start Playtesting Your Game Early​

It is advisable to initiate your first playtesting session during the prototyping phase of your game to evaluate the core concept and gameplay mechanics. You should also begin playtesting as soon as the first playable version of your level (blockout) is available. At this stage, the primary focus should be to assess which elements of the game are emotionally engaging and which are not. It is crucial not only to begin playtesting early but also to maintain a consistent playtesting schedule throughout development. This approach enables more effective identification of areas that require improvement and supports timely implementation of necessary changes.

Motivating Playtesters

Provide incentives to encourage participation in playtesting. Suitable rewards may include:

  • One of your previously released games.

  • A voucher.

  • A monetary reward.

  • Any other meaningful gesture that acknowledges the playtesters’ time and effort.

When playtesters register their interest in participating, inform them of upcoming opportunities by email. However, be careful not to send notifications too frequently in order to avoid overwhelming their inboxes.

Notify participants of upcoming sessions several days in advance and request confirmation to give them adequate time to adjust their personal schedules.

Ensure playtesters are informed of the designated contact person in case they need to report their inability to attend a session.

Make it easy for playtesters to unsubscribe from future invitations if they choose to do so.

Clearly communicate the expected duration of each playtesting session or specify the section of the game you would like them to play.

Be mindful that new playtesters may feel uncomfortable with certain types of content, including:

  • Blood.

  • Darkness.

  • Death.

  • Flashing lights.

  • Horror themes.

  • Insects, snakes, or spiders.

  • Sexual content.

  • Violence.

Ensure that all participants provide informed consent, confirming they are aware of such content and are comfortable proceeding with the playtest.

Focused Testing and Observation

When evaluating a specific gameplay mechanic, consider isolating it in a custom-built test level containing only the necessary assets. This prevents distraction from other game elements and ensures more accurate feedback on the targeted mechanic.

Avoid actively guiding playtesters during the session, as your aim is to observe their natural interactions with the game. Providing assistance too soon may cause them to bypass problematic areas you are unaware of. If players struggle for too long, offer subtle hints rather than direct solutions. If multiple players experience difficulty at the same point, consider integrating an in-game hint or lightweight tutorial—this does not have to be text-based and can take a more innovative form. Use these sessions to assess whether players intuitively understand the core mechanics and controls. If they do not, ensure these are adequately introduced early in the game. Ultimately, observing playtesters will help determine whether they remain in a productive flow state.

Handling Unfinished Content

It is possible that players will provide feedback on unfinished parts of the game, such as incomplete levels or placeholder assets. To minimize confusion or misplaced criticism, clearly communicate the unfinished state of specific elements prior to the session. Nevertheless, it is still valuable to document such feedback, even if you are already aware that improvements are planned for those areas.

Knowing When to End a Session

Do not hesitate to end the playtesting session earlier than planned if you observe any of the following conditions:

  • The playtester displays symptoms of a phobia, such as:

    • Difficulty breathing.

    • Nausea.

    • Excessive sweating.

    • General discomfort or distress.

  • The playtester behaves abusively.

  • The playtester becomes visibly bored or disinterested.

  • The playtester becomes entirely stuck and is unable to make progress.

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