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Let someone play your game before you explain it

You're about to say, “The exit opens after the fifth coin.” Wait a moment. Can the player work that out from the game? I want the first minute of a playtest to happen without a running commentary, because every rule you explain aloud is a rule you no longer get to watch them discover.

Three tiny abstract human figures observing a small playable tabletop maze with a robot at a confusing junction.

Give the tester a build, not a tour

Send the playable link and ask them to start. Watch what they click and which controls they try. If they get stuck, give them a little time before helping. You're looking for confusion in the experience, not trying to catch the player making a mistake.

Keep notes about visible behavior. “Clicked the score three times” is useful. “Didn't understand anything” is too vague to fix. The score may look like a button, or the player may be looking for instructions. That difference is worth asking about.

Ask about the moment that just happened

“Was it fun?” usually produces a kind answer and very little direction. I'd ask questions tied to something I watched instead.

Let the answer surprise you. If the player thought the glowing exit was a hazard, brighter glow may make the problem worse. You might need an opening animation, a recognizable doorway or a clearer connection to the coin counter.

  1. What did you think you were trying to do at the beginning?
  2. What did you expect when you clicked the score?
  3. When the exit changed color, what did that mean to you?
  4. What do you think caused the round to end?
  5. What would you try differently if you played again?

Change one thing you can observe

Turn the observation into a small request for your assistant: “Two people missed the exit unlocking. Suggest three ways to show that event using the existing scene.” Choose one, implement it and test with someone who hasn't already learned the old version.

I'd fix anything that prevents a round from being understood or completed before spending time on preferences about colors. You can have a useful conversation about the palette once the player knows where to go.

Keep the build version beside your notes. Otherwise, feedback about a bug you fixed yesterday can look like a current problem. When you share the game more widely, ask one focused question. Giving a stranger a specific thing to notice makes it much easier for them to help you.

Sources & further reading

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