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How do you turn playtester comments into issues you can actually fix?

Started by ecpm_insights Jul 27 at 2:42 AM 15 replies 1.2k views
Original Post
ecpm_insights
ecpm_insights

I’ve been reviewing how I collect feedback on small game prototypes, and I keep running into the same problem.

A tester says something like:

I got stuck here.
The tutorial was confusing.
Something broke after I clicked this.
I wasn’t sure what the game wanted me to do.

The comment may be valid, but by the time I read it I’m usually missing most of the context:

  • which build they were playing;

  • where they were in the game;

  • what happened immediately before the problem;

  • what they expected to happen;

  • whether it happened once or consistently;

  • their device, browser or operating system;

  • a screenshot, short recording or log.

At that point, collecting feedback is not really the difficult part. The difficult part is turning vague comments into something reproducible and deciding which issues matter across multiple testers.

For small projects, I’ve mostly seen people use some combination of Discord, Google Forms, email, itch.io comments and spreadsheets. These are easy to set up, but the information tends to become fragmented quickly.

I’m interested in how other solo developers and small teams handle this in practice.

Do you give testers a structured form, ask them to record the whole session, add an in-game reporting button, or simply talk to each tester afterward?

Which part of the process causes the most work for you:

  • finding suitable testers;

  • distributing and tracking different builds;

  • collecting enough context;

  • reproducing reported problems;

  • grouping duplicate feedback;

  • separating useful feedback from personal preference?

I’m considering building a lightweight internal workflow for my own projects that records the build version, timestamp, screenshot, device details, expected result and actual result, then exports a clean Markdown or GitHub issue.

Before spending time on it, I want to understand whether this is a recurring problem for other developers or whether existing forms and issue trackers already solve it well enough.

I’d be especially interested in hearing about the last playtest report that was difficult to act on and what information was missing.

Tom Sloper
Tom Sloper

ecpm_insights wrote:

The comment may be valid, but by the time I read it I’m usually missing most of the context:
which build they were playing;

where they were in the game; ...

What we do is use a software package that has fields for that sort of data, like Mantis for instance, and train our testers on proper reporting, or only hire testers who are experienced and good communicators and include all relevant info in their reports.


-- Tom Sloper    --      sloperama.com
ecpm_insights
ecpm_insights

That makes sense. With experienced QA testers, the combination of a structured issue tracker and clear reporting standards probably solves most of this.

I suspect the gap is more common for solo developers and very small teams using volunteer playtesters rather than trained QA. In that situation, the tester may notice a real problem but not know which details are useful to the developer.

Do you think the main solution is better tester onboarding and reporting templates, rather than another tool?

Also, when using Mantis, do testers enter reports directly, or does someone on the team review and rewrite the feedback before it becomes an actionable issue?

Tom Sloper
Tom Sloper

ecpm_insights wrote:

rather than another tool?

There are free tools out there. All you have to do is make your tool better somehow, if you're working on a tool. Or maybe you're working on a service. Sounds like you're on a fishing expedition. Do you think solo devs and very small teams are a good target for whatever you're working on? We may be lower-hanging fruit, but we don't have resources so probably don't make a good target market.

-- Tom Sloper    --      sloperama.com
ecpm_insights
ecpm_insights

Fair point. I am exploring whether this is worth building, so “fishing expedition” is a fair description. I’m not trying to pitch anything here.

My initial assumption was that solo developers and very small teams feel the problem most strongly. But you’re right that feeling the pain does not necessarily mean having the budget to solve it. They may be useful people to learn from, but not the right paying market.

The more realistic customer might be a small studio already paying for external playtesting or QA, or it might make more sense as a service rather than another issue tracker.

Your point about free tools is also important. Simply adding the same reporting fields would not be enough. The value would have to come from reducing the work of onboarding testers, collecting context, grouping duplicate feedback, or turning raw comments into actionable reports.

From your experience, who is most likely to pay to reduce that work: a producer, QA lead, external testing company, or the studio owner?

frob
frob

An in-game reporting button that submits the forms can help with a lot of that. It can capture all the information about the build, the machine, a screen grab, and the current state of the game.

Many crash reporting tools will grab most of that when there's a crash.

ecpm_insights
ecpm_insights

That distinction is useful.

It sounds like the reporting side is already fairly well solved when the game can capture build, machine, screenshot and state automatically. The harder part is probably what happens after submission: deciding whether the report is reproducible, merging duplicates, separating bugs from design confusion, and turning raw player language into something the developer can act on.

I also agree that observation matters more than leading questions. A tester saying “this was confusing” is useful, but watching where they hesitated often gives much better evidence.

For a solo developer, a Google Form or in-game button may already be enough. So the opportunity, if there is one, may not be another tracker at all. It may be a lightweight layer that helps organize and triage raw reports after they come in.

Have either of you found duplicate reports and prioritization to be a meaningful time cost, or is that usually manageable manually at this scale?

bvanevery
bvanevery

ecpm_insights wrote:

I’m interested in how other solo developers... handle this in practice.

I'm solo. I did a 5+ calendar year modding project of the venerable 4X game Sid Meier's Alpha Centauri. It consumed 16 person months of full time work stretched over that time. 95% of the playtesting and bugfixing, I did myself. I'm grateful for the 5% of different perspective that everyone else on the internet provided, but I have no illusions about who did the heavy lifting, or who would inevitably have to. I brought the issue of playtesting up with some devs a number of years ago, and the consensus feedback was... yeah, if you want more than that, you have to pay people to do it. Which didn't surprise me in the slightest, it was the answer I expected.

Be good. Know your game. When I was working on that project, I knew it backwards, forwards, sideways, and upside-down. When someone chimes in on a forum about what they're experiencing, they may only be giving you a hint about it. They may be very articulate and have provided a fair amount of good information, or they may not. In any event they've done "free work" for you, and that's valuable. You have to take that free work for what it is, and recognize that it's you who do more work, to turn it into anything further. It's not their job, it's your job.

I think the 4X genre, especially older titles that an average player wouldn't automatically seek out, selects for people who are more intelligent. This often means more likely to provide you a good brain dump, on a discussion forum. In fact, they might even try to design your game for you, and it's totally ok to politely refuse their kind offer. I prefer to do that by seriously explaining my own reasoning, but I'm in no way afraid of saying "no". If everyone else's comments and work ethic was so good, they'd just fork my work, for whatever glory they'd gain.

People don't, because it is work to polish the hell out of something, to a commercial standard. I'm the one who lives with the consequences of that. Including having spent a good chunk of my so-called career on an enterprise that would inevitably make me nothing, simply because I had to do it. SMAC was greatness, and I improved the greatness, pushing it as far as it could go in a .txt only mod. Good dress rehearsal for when I finally ship that 4X someday, but I do wish certain wisdom wasn't so hard won.


gamedesign-l pre-moderated mailing list. Preventing flames since 2000! All opinions welcome.
ecpm_insights
ecpm_insights

Thanks for laying that out. The 95/5 split is useful because it explains something I was probably overestimating: for a solo developer, there often isn’t enough external feedback volume for duplicate reports or prioritization to become a serious workflow problem. A player may provide the clue, but the developer still has to know the game well enough to investigate it.

The paid-testing point may be the more relevant problem. If you were paying for outside playtesting, what would you expect to receive: a recorded session with timestamps and observations, a written list of issues, or both?

I’m trying to separate a genuinely useful paid playtest deliverable from just another feedback form.

ecpm_insights
ecpm_insights

The combination of a recorded session and a prioritized report is starting to sound like the most useful deliverable.

Have you paid for playtesting before? If so, what did you receive, and what made it worth—or not worth—the cost?

If you haven’t, what would feel like a reasonable price for a 30–60 minute recorded session followed by a concise, prioritized report?

ecpm_insights
ecpm_insights

That makes sense. The distinction between a bug list and a report that explains where the player struggled is useful. Thanks for clarifying.

bvanevery
bvanevery

ecpm_insights wrote:

The paid-testing point may be the more relevant problem. If you were paying for outside playtesting, what would you expect to receive: a recorded session with timestamps and observations, a written list of issues, or both?

I can't fathom paid playtesting as a solo developer. Solo is because you don't have much money. If you had money to hire help, you'd be thinking about all the areas you could possibly apply money to get some kind of progress towards a revenue stream. Paid playtesting just wouldn't be it.

Getting the game in front of actual players would be far more valuable, which is why I think a lot of devs do low quality alpha releases and developer blogs. So then you'd probably concentrate on getting more actual info back from those actual players, to get them beyond "mostly mute not talking to you". That's more development work, automated reporting work, cultural engineering work, something. I'd want to integrate things into the game that encourage players to be expressive about it somehow. Just having players disappear into their own self-absorbed world isn't very useful to me as a solo dev.

I feel a great deal of frustration from the other end of things, when I'm the 4X player, with a small underfunded and undercapable dev team on the other end. I provide feedback, playtesting, and bug reports for free, and in quite a lot of areas I see them do nothing with it at all. They don't even have the capability to fix the most trivial low hanging fruit AI bugs that I put in front of them. Basically no core competence in that area. How does such a circumstance even arise? Well it's a very old 4X title and the codebase seems to be a bit obscure for them. Perhaps they just don't have anyone around anymore that's even slightly good at AI. And we're not talking about the big language model nonsense here, we're talking about simple handwritten rules and behaviors.


gamedesign-l pre-moderated mailing list. Preventing flames since 2000! All opinions welcome.
ecpm_insights
ecpm_insights

That helps clarify the distinction. For a solo developer, paid playtesting competes with many other uses of a very limited budget, while feedback from players who chose the game themselves also provides a much stronger demand signal.

Your point from the player side adds another constraint: collecting more reports only matters if the developer has the time and technical ability to act on them. Better organization cannot compensate for an inaccessible codebase or missing expertise.

The more relevant problem may be helping actual players express what happened while the experience is still fresh. If you were designing one small in-game mechanism for that, what would make you use it without disrupting play?

ecpm_insights
ecpm_insights

That sounds like the right level of friction. Automatically capturing the context and asking “What were you trying to do?” would probably be more useful than a long feedback form.

If you had to choose only one entry point, would you be more likely to use it in the pause menu at the moment something feels wrong, or after the level when it no longer interrupts play?

SaraJoin
SaraJoin

Turning playtester feedback into actionable tasks is always a challenge for developers. I usually suggest grouping comments by mechanic to see where the real friction lies. If you need a break from dev work to test some realistic car physics yourself, check out for a version with everything unlocked.

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