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smileynetsmileynet/game-spice/skills/playtesting/SKILL.md

playtesting

Skill0 starsChanged 9 months agoMITView on GitHub

Playtesting methodology and iteration planning for games. Use when planning playtests, defining test criteria, setting up feedback loops, deciding when to pivot or persevere, or structuring build-test-learn cycles. Covers observation techniques, minimum viable playtests, iteration cadence, pivot decisions.

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  1. Distinctive:

    Test early, test often. No design decision survives first contact with a playtester.

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  2. Distinctive:

    After every playtest, evaluate these three questions:

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  3. Distinctive:

    Timeline test: If you can't produce an MVPt within one week, your scope is too large.

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SKILL.md

Playtesting & Iteration

Test early, test often. No design decision survives first contact with a playtester.

Quick Reference

Playtest Type Selection

TypeTesterWhat It ValidatesWhen to Use
Self-testYouBasic functionality, obvious breaksEvery build
Friend testSomeone who knows youCore loop fun, clarity of mechanicsAfter tracer bullet works
Stranger testSomeone with no contextOnboarding, first impression, intuitivenessAfter friend test passes
Group test3-5 strangers simultaneouslyConsistency, edge cases, varied play stylesBefore calling MLP "done"

Rule: Self-testing finds bugs. Friend-testing finds confusion. Stranger-testing finds the truth.

The 3-Question Framework

After every playtest, evaluate these three questions:

QuestionIf No →Fix Category
Did they understand?Onboarding problemClarity: UI, feedback, tutorial (see design-frameworks → Game Feel, Juice & Onboarding)
Did they want to keep going?Core loop problemFun: mechanics, pacing, reward (see design-frameworks → Core Loop Design)
Did they want to come back?Retention problemHook: progression, curiosity, mastery

Priority order: Understanding → Engagement → Retention. Don't fix retention if players aren't engaged. Don't fix engagement if players are confused.

Playtest Planning Checklist

  • Name 3 specific people who will test
  • Date for first playtest scheduled
  • One specific question this playtest answers (e.g., "Is the jump mechanic intuitive?")
  • Observation method chosen (watch silently, record screen, take notes)
  • Pivot criteria defined ("If X happens, we change Y")

Minimum Viable Playtest (MVPt)

The smallest build that can answer "is this fun?"

Requirements: Core loop completes one full cycle (action → reward → reinvestment), player can fail and try again, programmer art is fine, no menus/saves/settings needed, runs 5+ minutes without crashing.

Timeline test: If you can't produce an MVPt within one week, your scope is too large.

Observation vs Asking

What players DO is more reliable than what they SAY.

ObserveDon't Ask
Where they get stuck"Was it confusing?"
What they skip or ignore"Did you notice the tutorial?"
When they lean forward"Was it fun?"
When they check their phone"Were you bored?"
What they try that isn't possible"What features do you want?"

After the playtest, ask open-ended questions: "What were you trying to do when [observed moment]?", "Walk me through what you were thinking during [section]", "What would you do next if you kept playing?"

Never ask: "Was it fun?" "Did you like it?" — these produce polite lies.

Iteration Cadence

Build → Test → Learn cycle: Build (1-3 days) → Test (1 session) → Learn (same day) → repeat.

Cadence targets: MLP phase: test every 3-5 days. Fun polish: test after every significant change. Content: test each batch before making more.

Red flags: >2 weeks since last playtest (too rare). Testing every day (not enough change). Only testing when "ready" (it's never ready).

Pivot vs Persevere

SignalAction
Core mechanic not fun after 3+ testsPivot — change the core mechanic
Fun in short bursts, boring over timeIterate — add variation, adjust pacing
Fun when explained, confusing without helpIterate — improve onboarding
Tester engaged but frustrated by specific partIterate — adjust that area

When in doubt: More testing, not more building. One playtest costs an hour; one feature costs a week.

Session Structure

RITE Method (Rapid Iterative Testing and Evaluation): Fix problems immediately after each participant, verify with the next. 3-4 iteration + 6 verification participants = robust usability.

Four phases: Briefing (2-5 min, explain what you're testing, not how to play) → Play session (15-60 min, observe silently) → Debrief (10-15 min, questionnaire first, then open-ended follow-up) → Post-session (15-30 min, team reviews top 3 issues).

Sample sizes: Usability: 5 minimum (finds ~80% of major issues). Core loop validation: 5-10. Counting rule: 3/5 testers hit same issue → pattern worth fixing.

FFWWDD Framework: Six open-ended debrief questions — Frustrating, Favorite, Wanted, Wand, Doing, Describe. (see plan-audit/questionnaires.md for full question list and analysis tips)

See Also

  • scoping — Post-MLP iteration phases (see scoping → Post-MLP Iteration Phases)
  • antipatterns — Design in Isolation is the #1 anti-pattern playtesting prevents (see antipatterns)
  • design-frameworks — Onboarding patterns for fixing "didn't understand" results (see design-frameworks → Game Feel, Juice & Onboarding)
  • economy-design — What to playtest for economy balance (see economy-design)
  • scenario-walkthrough — Walkthrough as a testable artifact to compare against real play (see scenario-walkthrough → The 5-Beat Structure)
  • difficulty-design — Testing for difficulty fairness, developer blind spot (see difficulty-design)
  • content-planning — Content batching and playtest cadence (see content-planning)
  • plan-audit — Playtest readiness audit and questionnaire frameworks (see plan-audit)
  • architecture-audit — Code architecture audit for technical playtest blockers (see architecture-audit)

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