Service · Game design & playtesting
See your game through a new player’s eyes
After months of development it is hard to play your own game like a stranger. We play your demo, prototype or early build as a first-time player, record the session, and tell you what gets in the way, why, and what to change first.
01What we look at
Depending on your game, we analyse
Game design
- Core loop
- Mechanics and systems
- Progression and difficulty
- Balance
- Player motivation
- Feedback and clarity
Level design
- Navigation
- Pacing
- Readability
- Environmental guidance
- Encounter design
- Player flow
Player experience
- Onboarding and tutorials
- Controls
- Interface and HUD
- Friction
- Accessibility considerations
- Player understanding
Specific mechanics
- Movement
- Combat
- Abilities
- Economy
- Interaction
- Risk and reward
We never just say whether a game is good or bad. We find what works, what does not, why, and what could improve.
02How it works
From build to recommendations
- 01
Tell us about your game
Share your build, prototype or demo, its current stage and what you want us to look at.
- 02
Get a clear proposal
We reply with the recommended scope, what you will receive, the price and a delivery date, before you commit to anything.
- 03
Playtest
We play the build as a first-time player and record the session, noting reactions, doubts and moments of frustration.
- 04
Analysis
We review the session against the areas agreed and find the causes behind what went wrong or right.
- 05
Report and recommendations
You receive the recording and a structured report, with problems prioritized by severity and a recommendation for each.
03What you receive
A report you can act on
Every review includes the recording of the session and a structured report with screenshots, timestamps and concrete observations behind each finding. Problems are ranked Critical, High, Medium or Low so you know what to fix first.
Report structure
- Executive summary
- Strengths
- Main issues
- Game design
- Level design
- Player experience
- Mechanics
- Priority problems
- Recommendations
Playtest report · Priority problems
Example format
| Severity | Area | Finding | Time |
|---|---|---|---|
| critical | Objectives | Player stops at the first junction with no clear next step and turns back. | 04:32 |
| high | Onboarding | Controls are taught, but the main goal of the level is never stated. | 01:10 |
| medium | Feedback | Taking damage has no distinct sound, so hits go unnoticed. | 07:48 |
| low | UI / HUD | Pickup counter is hard to read against bright backgrounds. | 12:05 |
04Questions
Frequently asked
Who is this for?
Solo developers, small indie studios and teams preparing a prototype, a demo, a public playtest, a festival or an early-access release.
Is this a game review like in the press?
No. We do not score your game or say whether it is “good”. We identify what works, what does not, why, and what you could change. The report is for you, not for an audience.
What do I need to send?
A playable build (or access to one), a short description of the game and its current stage, and the areas you care most about. If there is something you already suspect is a problem, tell us.
How much does it cost?
Every project is different: it depends on the length of the build, the areas to evaluate and the level of detail. You get a clear scope, price and delivery date before committing to anything.
What does this service not include?
It focuses on game design and player experience. It does not replace technical QA, compatibility testing, localization testing or large-scale user research.
Can you review my game again after I make changes?
Yes, a follow-up review can be arranged to check whether the changes solved the problems.
Ready for fresh eyes on your build?
Tell us about your game. You will get a proposal with scope, price and delivery date.