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"Core Loop CPR: Ten Playtesters Pulled Our Game Back From Death"

Posted by Gemma Ellison
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July 28, 2025

Core Loop CPR: Ten Playtesters Pulled Our Game Back From Death

Every game developer dreams of effortless success. We imagine players instantly grasping our vision, falling in love with our core loop, and showering us with praise (and money).

The reality? Our first version was a mess. A beautiful mess, maybe, but still a mess.

We spent months building what we thought was a compelling gameplay loop. Turns out, what makes sense in your head and what clicks with players are often worlds apart. Our initial playtests were brutal. Players were confused, bored, and disengaged. The core loop, the heart of our game, was flatlining.

We had two choices: stubbornly cling to our original vision or embrace the feedback and rebuild. We chose the latter, and these ten playtests saved our game.

Playtest #1: The “Huh?” Test

Our initial playtest was a disaster. Players didn’t understand the basic mechanics. They wandered aimlessly, unsure of what to do or why they were doing it.

The problem: We hadn’t properly onboarded players. The tutorial was too long, too dense, and didn’t clearly communicate the core objective.

The solution: Scrap the tutorial and integrate the core mechanics into the first few minutes of gameplay. Show, don’t tell.

Playtest #2: The “So What?” Test

Players now understood how to play, but they didn’t understand why. The game felt pointless.

The problem: The rewards for completing the core loop weren’t compelling. Players weren’t motivated to engage with the mechanics.

The solution: Increase the reward frequency and make the rewards more impactful. Players need a constant stream of positive reinforcement.

Playtest #3: The “Grind” Test

We ramped up the rewards, but now players complained about repetition. The core loop felt like a grind.

The problem: The core loop lacked variety. Every action felt the same, leading to player fatigue.

The solution: Introduce variations in enemy types, level layouts, and objectives. Challenge the player to adapt to different situations.

Playtest #4: The “Complexity Ceiling” Test

We added variety, but now some players felt overwhelmed. The learning curve was too steep.

The problem: We had introduced too many new elements at once. The game lacked a smooth difficulty progression.

The solution: Gradually introduce new mechanics and challenges. Give players time to master each element before adding the next.

Playtest #5: The “UI Vomit” Test

Players were struggling to find important information on the screen. The UI was cluttered and confusing.

The problem: The UI was poorly designed and didn’t prioritize essential information. It was an eyesore.

The solution: Redesign the UI to be cleaner, more intuitive, and more informative. Use visual cues to guide the player’s attention.

Playtest #6: The “Meaningless Choice” Test

We had implemented choices, but the choices didn’t seem to matter. Players felt like they were just going through the motions.

The problem: The consequences of player choices weren’t significant enough. The choices didn’t impact the gameplay experience.

The solution: Make the consequences of player choices more meaningful and impactful. Show players how their decisions shape the game world.

Playtest #7: The “Pacing Problem” Test

The game felt either too slow or too fast. There was no consistent pacing to keep players engaged.

The problem: The pacing of the core loop was inconsistent. There were periods of intense action followed by long stretches of downtime.

The solution: Adjust the pacing of the core loop to create a more consistent and engaging experience. Alternate between periods of high and low intensity.

Playtest #8: The “Lost in the Woods” Test

Players were getting lost in the levels and struggling to find their way. The level design was confusing.

The problem: The level design lacked clear signposting and navigational cues. Players didn’t know where to go.

The solution: Improve the level design to provide clear signposting and navigational cues. Use visual landmarks to guide the player.

Playtest #9: The “Unfair Difficulty” Test

Certain sections of the game felt unfairly difficult. Players were getting frustrated and giving up.

The problem: The difficulty curve was inconsistent. Some sections were too easy, while others were too hard.

The solution: Rebalance the difficulty curve to provide a more consistent and challenging experience. Identify and address the unfair sections.

Playtest #10: The “Finally, Fun!” Test

After nine iterations, we finally had a game that was engaging, rewarding, and fun. Players were hooked on the core loop.

The problem: We had initially focused on what we thought was fun, instead of listening to our players.

The solution: Continuous playtesting and iteration. Never stop seeking feedback and refining your core loop.

This process wasn’t easy. It required us to kill our darlings, swallow our pride, and listen to what our players were telling us.

The biggest mistake indie devs make is being afraid to show their game early and often. We were guilty of this at first. We wanted everything to be perfect before anyone saw it. That’s a recipe for disaster.

Embrace the feedback. Use it to guide your development process. Iterate, iterate, iterate. Your game will thank you for it.