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How to Playtest Your Game and Collect Useful Feedback

How to Playtest Your Game and Collect Useful Feedback
Photo by JESHOOTS.COM on Unsplash

Playtesting shows you how real players experience your game, which is rarely how you imagined. Here is how to plan sessions, observe without interfering and turn feedback into improvements.

No matter how carefully you design a game, players will surprise you. They miss the tutorial prompt you thought was obvious, find a path you never intended and get bored in the level you were proudest of. Playtesting, watching real people play, is the most reliable way to find out what your game is actually like.

Start earlier than feels comfortable

Test the core mechanic as soon as it is playable, even with placeholder art. Early tests answer the most important question cheaply: is this fun? Finding out after months of content production is expensive.

Set a goal for each session

Decide what you want to learn: Do players understand the controls? Is the second level too difficult? Does the economy feel rewarding? A clear goal shapes who you recruit, what you ask and what you watch for.

Recruit the right testers

  • Fresh eyes: people who have never seen the game reveal onboarding problems.
  • Your target audience: fans of the genre judge depth and difficulty.
  • Not only friends: they are kind, and they already know how you think.

Five to eight testers per round often reveal the major issues; patterns appear quickly.

Observe without helping

This is the hardest rule. When a player is stuck, do not explain. Their confusion is the data. Note where it happens, what they tried and how long it took. If they are completely stuck and the session cannot continue, help minimally and record it.

Ask them to think aloud

Ask players to say what they are thinking as they play: "I think this door needs a key", "I'm not sure what that icon means". It reveals their mental model of the game. Some players find it unnatural; gentle prompts such as "What are you thinking now?" help.

What to record

  • Where players hesitate, get stuck or die repeatedly
  • What they say and their facial reactions, with consent if you record video
  • Bugs and unexpected behaviour
  • How long sections take
  • Moments of delight: laughter, leaning in, "one more try"

Ask good questions afterwards

Use open questions rather than leading ones:

  • "What was the game about?"
  • "What was the most frustrating moment?"
  • "What did you enjoy most?"
  • "If you could change one thing, what would it be?"
  • "Would you keep playing? Why or why not?"

Avoid "Did you like the combat?", which invites a polite yes. A short written survey with rating scales helps compare rounds.

Use analytics for larger tests

For bigger playtests and early access, simple event tracking (level starts, completions, deaths and quits by location) shows patterns across many players. Combine it with observation: analytics tell you what happens; watching tells you why.

Turn feedback into action

  1. Group observations into themes.
  2. Rate each by severity and frequency.
  3. Distinguish problems from suggested solutions. Players are excellent at identifying problems and less reliable at designing fixes.
  4. Fix the biggest issues, then test again.

Record decisions in your game design document. A printable playtest plan and feedback form is available in our submissions library.

Respect your testers

Explain what the session involves, ask consent for any recording, protect their data, and thank them. Testers who feel respected come back, and some become your first community.

FlexyBlogs Editorial Team

Practical guides from the FlexyBlogs editors
Articles under this byline are researched and written by the FlexyBlogs editorial team. We link to primary sources such as government agencies, standards bodies and official documentation, and we update articles when guidance changes. Some drafts are prepared with the help of AI writing tools and are edited and fact-checked by a member of the team before publication. Spotted an error? Tell us through the contact page.
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