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Playtesting

Category

UX
Research
Games

Year

2022

When I was working on Playstack I realised there wasn’t an established testing process in place for some of our hyper-casual mobile games until they were released. This created a lot of unnecessary problems once the game was out, and could make the it underperform because of preventable mistakes or oversights.
The game that was on a building stage and prompted me to start this project was an hyper-casual game called Idle Safari, from the Developing studio Amuzo.

The process

After some talks with the project managers and analytics team I set up to create a simple playtesting process that our games could undergo whilst on the building stage, so we could have at least a couple of build iterations tested by real users and provide accurate feedback to the developing studio.

The process was simple:

1- 10 users recorded their screen and voice when playing the game for at least 15 minutes, talking out loud about everything they were experiencing.

2- I processed these recordings, listing on a spreadsheet all the relevant observations for each video.

3- Then I grouped similar observations and categorise them into mechanics, UI, economy, narrative, general feel and bugs. All bugs were immediately addressed.

4- Together with the product manager we looked at the observations and established a priority order based on the number of people raising it and overall impact on the experience.

5- The 5 more important observations were reported to the developing studio along with suggestions on how to improve them for the next iteration.

6- Once the next iteration was ready, start another playtesting round paying special attention on the newly made improvements.

Conclusions

It massively helped and sped up the process, providing a clear guide for the developers to work on and streamlining the feedback loop. Some of the observations were on topics that had been loosely addressed with the developing studio but without proof were not really looked over. Others shined a light on things that were absent from the game that would further enrich it.
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