Playtest Kit

Everything you need to run professional playtests for your indie game: the surveys, the session script, the feedback log, and the method that turns notes into a ranked fix list. This weekend, not "someday."

What's inside

Pre-playtest survey14 questions: demographics, play habits, expectations — so you can spot biased testers before the session.
Post-playtest survey16 questions: best/worst moment, clarity, value, buy-intent, and NPS — captured while impressions are fresh.
60-minute session scriptWord-for-word facilitator script with minute-by-minute timing, think-aloud training, and the only three prompts you'll ever need.
Feedback spreadsheetCSV template with columns for observations, quotes, severity 1–5, and status — plus 5 worked example rows.
Synthesis & prioritization guideAffinity mapping, severity × frequency scoring, and the "do not break" list — one 30-minute meeting to a ranked fix list.
README playbookHow to recruit 5 testers, run your first session this weekend, and close the loop so testers become evangelists.

Free sample — straight from the kit

A taste of the real thing. The full kit is six files deep; here's what two of them feel like.

From the 60-minute session script — "If they go quiet"

When a tester stops narrating, you get exactly three prompts. Nothing else:

  • "What are you thinking right now?"
  • "What are you trying to do?"
  • "What did you expect to happen there?"

Never: "Did you see the button?" / "Why didn't you…?" / "Actually, you can…"

From the post-playtest survey — the highest-signal questions

  • What was the single most frustrating moment? — one answer beats ten ratings.
  • Was there anything you did just because you felt you had to? — this question finds your padding. Whatever they name is a candidate for cutting.
  • What's one thing you'd change if you were the designer? — where feature ideas that are actually wanted come from.

From the synthesis guide — the priority math

Score each theme Severity (1–3) × Frequency (1–3). Sort descending. The rule of three: if 3+ of 5 testers hit the same issue, it's not opinion — it's your game.

ThemeSev × FreqVerdict
Players skip dialogue, then get lost3 × 3 = 9Launch blocker
Tutorial popups missed during combat3 × 2 = 6Fix before next build
Bell tower looks climbable but isn't2 × 1 = 2Backlog

One price. Yours forever.

$19

One-time purchase. Reuse every template for every game you ever ship.

Pay with Bitcoin — a fresh payment address is generated for every order. No account needed.

FAQ

I've never run a playtest. Is this for me?

Yes — that's exactly who it's for. The session script is word-for-word: what to say, when to stay quiet, what to do when testers go silent. You don't need research experience, just the script and the discipline to follow it.

How many testers do I need?

Five. Five testers surface roughly 80% of usability issues; beyond that you get diminishing returns. The kit's README covers where to recruit them (your genre's Discord, r/playtesters, itch.io) — not friends and family.

What format are the files?

Markdown surveys and guides you can paste into Google Forms or print, plus a CSV feedback spreadsheet that opens in Google Sheets or Excel. No proprietary software, no lock-in.

How is this different from just asking friends to play?

Friends tell you it's great and miss everything. The kit's structure — cold start with zero explanation, task-based scenarios, think-aloud protocol, severity scoring — is what turns "someone played it" into actionable data.

What do I get for $19?

Six files: pre-playtest survey (14 questions), post-playtest survey (16 questions), 60-minute session script, feedback spreadsheet with 5 example rows, synthesis & prioritization guide, and the README playbook. Download instantly after payment.