Skip to content
Home
Services
Concept to Demo
Game Design Foundations
Game Production
Game Project Management
Game Technical Production
Game AI Consulting & Co-Dev
Resources
Blog
Quizzes
Game Design Basics Quiz
Game Production Health
Game Tech Check
Tools
Game Dev Starter Kit Tool
Game Engine Proof Template
Game Prioritization Tool
IAUS Simulator Toolkit
Persona AI Toolkit
Roadmap Risk Check
Time Estimation Tool
Company
Contact
Home
Services
Concept to Demo
Game Design Foundations
Game Production
Game Project Management
Game Technical Production
Game AI Consulting & Co-Dev
Resources
Blog
Quizzes
Game Design Basics Quiz
Game Production Health
Game Tech Check
Tools
Game Dev Starter Kit Tool
Game Engine Proof Template
Game Prioritization Tool
IAUS Simulator Toolkit
Persona AI Toolkit
Roadmap Risk Check
Time Estimation Tool
Company
Contact
Home
Services
Concept to Demo
Game Design Foundations
Game Production
Game Project Management
Game Technical Production
Game AI Consulting & Co-Dev
Resources
Blog
Quizzes
Game Design Basics Quiz
Game Production Health
Game Tech Check
Tools
Game Dev Starter Kit Tool
Game Engine Proof Template
Game Prioritization Tool
IAUS Simulator Toolkit
Persona AI Toolkit
Roadmap Risk Check
Time Estimation Tool
Company
Contact
Home
Services
Concept to Demo
Game Design Foundations
Game Production
Game Project Management
Game Technical Production
Game AI Consulting & Co-Dev
Resources
Blog
Quizzes
Game Design Basics Quiz
Game Production Health
Game Tech Check
Tools
Game Dev Starter Kit Tool
Game Engine Proof Template
Game Prioritization Tool
IAUS Simulator Toolkit
Persona AI Toolkit
Roadmap Risk Check
Time Estimation Tool
Company
Contact
For game devs still learning to design games players actually enjoy
Is Your Game Ready To Be Put In Players’ Hands?
Answer 8 quick questions to see if your design foundations are strong enough to build a demo people actually want to play.
Game Design Quiz
How well do you understand your target audience?
We have simple personas (platform, habits, motivations).
We use clear, tested personas that guide design and content.
We know basics like age/genre but not much else.
We haven’t defined an audience; we’re designing for ourselves.
Previous
Next
Who play your game, and how often are they playtesting it?
Only our dev team has played; feedback is internal.
Friends & family test occasionally, maybe monthly.
Acquaintances and genre fans playtest every couple of weeks.
We regularly test with unfamiliar players from outside our team.
Previous
Next
How closely do playtester reactions match your intended experience?
Mixed reactions; some get it, others seem confused.
We don’t have enough feedback to know how people react.
Most players respond as expected; we take notes after sessions.
Reactions consistently match the experience we’re aiming for.
Previous
Next
How long does it take before a playable prototype reaches someone’s hands?
We skipped prototyping and jumped into development.
We usually have something playable within a few days to a week.
Each prototype takes several weeks before anyone can try it.
Most prototypes are testable in 1–2 days.
Previous
Next
How many prototypes have you built to explore different gameplay ideas?
We made many prototypes until feedback confirmed the core felt right.
We built one prototype and just kept refining it.
We built several targeted prototypes before choosing a direction.
We started building the game with no separate prototypes.
Previous
Next
How much have you analyzed games with similar mechanics or goals?
We deeply analyzed multiple benchmarks and mapped loops.
We reviewed several reference games and noted key patterns.
We glanced at one comparable title without deep analysis.
We haven’t studied other games; design is based only on our ideas.
Previous
Next
How clearly have you defined the core gameplay loop and key mechanics?
We have a loop diagram/doc, but it’s rarely used.
We have a clear visual loop we use in daily decisions.
The loop keeps changing; nothing is documented.
We wrote a short description but never visualized it together.
Previous
Next
How do you decide which features or ideas to keep or cut?
We test features and keep what aligns with goals and player feedback.
We check ideas against our core loop and pillars before building.
We decide as a team based mostly on gut feeling.
We add what sounds fun and only cut if we run out of time.
Previous
Next
First Name
Last Name
Email
I agree to receive follow-up emails with tips and resources based on my quiz result. I can unsubscribe at any time.
Previous
Get my results
Want help turning your idea into a better playable demo?
Start My Concept‑to‑Demo Journey
© 2026 Toño Game Consultants.