Playtesting questions to ask, and the ones to avoid

2 min read

By Eduardo Orellana ·

Ask about what happened, not about what the player thinks you want to hear. Good playtesting questions: What were you trying to do? What was confusing? When did you want to stop, and why? What was the best moment? How would you describe this game to a friend? Would you keep playing? Avoid leading questions ("Did you like the jump?"), hypotheticals ("Would you buy it?") and design requests ("What should I add?"), which invite polite or invented answers.

Players are good witnesses and bad designers

A tester can tell you exactly where they got lost. Asked how to fix it, they invent something. So the questions that work ask what happened and how it felt; the solutions are yours.

Questions to ask

  • What were you trying to do?
  • What was confusing, or felt unfair?
  • When did you want to stop playing? Why?
  • What was the best moment?
  • What did you expect to happen that did not?
  • How would you describe this game to a friend?
  • Would you keep playing if you could? What would make you?

Questions to avoid

  • Leading: "Did you like the new jump?" invites yes.
  • Hypothetical: "Would you buy this?" People are poor at predicting what they would pay for.
  • Design requests: "What feature should I add?" gets wish lists, not insight.
  • Double questions: "Was it fun and clear?" gets one answer to two questions.

Scales, sparingly

A few 1-to-5 ratings (fun, difficulty, clarity) let you compare rounds, but only alongside the open questions that explain them. Keep the form short; tired testers write less.

Where Flockbay fits

Flockbay's playtests bring back what testers did as well as what they say: errors, crashes, frame times, play time and their input by action, so you can compare their answers with their play. Playtest links are free in beta until 1 December 2026.

Flockbay

The free AI game maker for Windows, macOS and Linux.