
Player feedback is a powerful resource. It plays a key role in creating products that truly connect with the audience. While this might seem like an obvious point, such oversights happen far more often than you'd expect.
Many indie developers fall into the trap of trying to create a one-in-a-million game, forgetting that complexity doesn’t always equal success. To this, our team is no exception.
We have seen how quickly players can give up on a game if it feels unnecessarily difficult. Just days before one of our release, after reading a particularly critical pre-release review, we made the decision to halve the game's difficulty. We increased the resources and experience available to players while significantly reducing the strength of the enemies.
But even after that, Highfleet (the aforementioned release) proved to be too difficult for some players. This challenge isn’t unique to us – studios behind games like Kingdom Come: Deliverance and Rain World have grappled with similar feedback. This always happens due to the common cognitive bias: what feels obvious to the creator can be completely baffling to the player, leading to frustration and a skewed perception of the game. Here, the only solution is extensive testing and diligent gathering of user feedback.
Before you jump to conclusions — playtesting isn’t always costly. Indie developers on a tight budget start by testing games for free: involving friends, acquaintances or fans. Later, when there's a bit more room for some spending, developers use low-cost methods like questionnaires and surveys. What’s in it for the people? Participants can be rewarded with game bonuses or free access to the full version after release.
Professional playtesting, which is the most expensive option, is typically reserved for targeting specific audiences (with the help of professional testing services), testing complex or large-scale games, or preparing for a multi-platform release.
Regardless of the budget, these six steps will guide indie developers toward receiving effective and valuable feedback.
1. Prepare for the test.
Define the key elements of the game to be tested (control, level balance). Some early development stages test basic mechanics or player reactions to the general idea.
Conduct playtesting consistently, without trying to test everything at once. This can reduce the quality of received feedback. Try to choose one or two aspects to test per session. For example, test the usability of the controls in the first stage and the difficulty of the levels in the next stage.
Formulate specific questions: Is it easy to understand the controls? Is the user interface clear? Which parts of the game felt boring or frustrating?
Without proper preparation, feedback can end up vague (e.g., "the graphics could be better," "the controls feel awkward," or "the interface is confusing").
Such feedback doesn’t address the core issues. For example, what specifically needs improvement in the graphics — is it the style, texture quality, or overall atmosphere? Similarly, what makes the controls feel awkward — is it the character’s sluggishness, the button layout, or delayed responsiveness?
Establish clear success criteria. This makes playtesting as objective as possible and allows you to measure how effectively players interact with aspects of the game. Criteria will help focus on key data, eliminating subjective and scattered feedback, and saving time on analysis. For example: 90% of players should be able to understand the controls within the first 3 minutes without any explanation (ease of mastery), players should be able to use all basic mechanics such as movement, jumping, and interaction within the first 5 minutes (usage).
2. Build a playable demo or early access version.
The goal of a demo is to offer a focused, polished experience that represents the core elements of the game, enticing players while also providing enough context for actionable feedback. When creating a demo, several important factors need the team’s careful consideration:
Stability: The demo version must run without critical bugs. This means that key mechanics (such as movement, object interaction, or combat) should function without errors that prevent players from completing the game or understanding its core concept.
Focus: Concentrate on the aspects you want to test. For example, if you're testing the controls, include a simple level where players can learn and test the character's movements. Avoid overloading the demo with unnecessary content that distracts from the goal.
Clarity: Ensure that players understand how to play. This can be achieved through an introductory tutorial (e.g., hints showing the controls) and a clear objective (e.g., "Collect all items and complete the level"). This eliminates confusion and allows testers to focus on the game.
The game demo should be short enough to maintain interest but long enough to showcase the key aspects of the game. The optimal duration is 15–30 minutes, depending on the genre and testing objectives. This time allows players to explore the core mechanics, and understand the overall style and atmosphere, but not get tired or lose interest.
If the demo is too short (e.g., 5–10 minutes), players might not have enough time to immerse themselves in the game or appreciate its potential. On the other hand, if it’s too long (e.g., 1–2 hours), players can become fatigued, especially if the tested content is repetitive or lacks a clear conclusion.
The perfect balance would be a limited amount of content, showcasing the most important elements of the game, such as controls, core mechanics, and unique features. Plus, an ending with an engaging moment that leaves the player intrigued and eager for the full version.
3. Create channels for player feedback to conduct surveys and encourage playtesting at different stages of development.
Choosing the right platform to test your game is crucial because it determines what kind of audience you will attract, what data you will collect, and how useful it will be for improving your project. Different platforms provide access to different types of players, from a creative community for early prototypes to a mass audience for testing final versions. The right platform will allow the team to focus on the right aspects of the game and get quality feedback, saving time and resources. It also dictates the format of interaction with players, be it face-to-face, analytics or gameplay observation.
Thus, the platform directly affects the success of testing and finalizing the game before its release. We can distinguish the main platforms depending on the stage of testing:
Platforms for Early Testing (Prototypes and Concepts):
Itch.io: Ideal for sharing demos with a creative community.
Game Jolt: Perfect for engaging with indie audiences and testing early concepts.
Reddit: Find testers through communities like r/playmygame to gain direct and honest feedback.
Platforms for Large-Scale Testing (Later Stages):
Steam Playtest: Offers closed and open testing options for a broad audience.
GOG Games in Development: Great for early access testing with a loyal player base.
BetaTesting: Professional testing with customizable demographic targeting.
For community engagement, these would be a great pick:
Discord: Facilitates real-time communication with testers and builds a dedicated community.
YouTube and Twitch: Showcase your game through streams and video reviews to reach a wider audience