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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
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How well do you understand your target audience?
We haven’t defined an audience; we’re designing for ourselves.
We know basics like age/genre but not much else.
We have simple personas (platform, habits, motivations).
We use clear, tested personas that guide design and content.
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Who play your game, and how often are they playtesting it?
We regularly test with unfamiliar players from outside our team.
Friends & family test occasionally, maybe monthly.
Only our dev team has played; feedback is internal.
Acquaintances and genre fans playtest every couple of weeks.
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How closely do playtester reactions match your intended experience?
Reactions consistently match the experience we’re aiming for.
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.
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How long does it take before a playable prototype reaches someone’s hands?
We usually have something playable within a few days to a week.
We skipped prototyping and jumped into development.
Most prototypes are testable in 1–2 days.
Each prototype takes several weeks before anyone can try it.
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How many prototypes have you built to explore different gameplay ideas?
We started building the game with no separate prototypes.
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.
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How much have you analyzed games with similar mechanics or goals?
We glanced at one comparable title without deep analysis.
We deeply analyzed multiple benchmarks and mapped loops.
We haven’t studied other games; design is based only on our ideas.
We reviewed several reference games and noted key patterns.
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How clearly have you defined the core gameplay loop and key mechanics?
We have a clear visual loop we use in daily decisions.
We have a loop diagram/doc, but it’s rarely used.
The loop keeps changing; nothing is documented.
We wrote a short description but never visualized it together.
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How do you decide which features or ideas to keep or cut?
We check ideas against our core loop and pillars before building.
We decide as a team based mostly on gut feeling.
We test features and keep what aligns with goals and player feedback.
We add what sounds fun and only cut if we run out of time.
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