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My First Playtesters HATED My Game Loop (Here's Why)

Posted by Gemma Ellison
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July 28, 2025

Let’s be honest, the sound of silence after a playtest is far more terrifying than outright criticism. But trust me, harsh feedback is a gift, especially when it comes to your game loop.

The Day My Dreams Died (Slightly)

My first real playtest for “Project Chimera” – a creature-collecting RPG – was brutal.

Not because the players were mean, but because they were bored.

They didn’t understand what they were supposed to do, and when they did, they didn’t want to do it again. This was a problem because the core loop was meant to be addictive. I pictured players losing hours collecting creatures, crafting items, and battling rivals. Instead, I got blank stares and forced smiles.

What I Thought the Game Loop Was

My envisioned game loop went something like this:

  1. Explore the world.
  2. Encounter and capture creatures.
  3. Train and evolve creatures.
  4. Battle other creatures or players.
  5. Use rewards to improve your team, allowing for deeper exploration.
  6. Repeat.

Sounds good on paper, right? It’s a tried and true formula, borrowing elements from Pokemon, Monster Hunter, and a dash of rogue-lite progression.

The Reality Check: Negative Feedback Landslide

The playtesters’ comments were… direct.

“I don’t know what I’m supposed to be doing.”

“The battles feel repetitive.”

“Collecting creatures isn’t rewarding.”

“Why would I bother exploring?”

Ouch.

It wasn’t a complete disaster, but the core loop, the very foundation of the game, was crumbling.

Common Game Loop Pitfalls (That I Fell Into)

Looking back, I made several key mistakes.

One common pitfall is a lack of clear goals. Players need to understand the immediate objective and how it contributes to a larger purpose. I assumed players would want to explore. But exploration without a clear reward or motivation is just wandering around.

Another mistake is insufficient feedback. Players need to feel progress. Leveling up systems, new abilities, and visual upgrades provide that sensation. The rewards in my initial version were too infrequent and subtle.

Finally, I made the cardinal sin: I didn’t make it fun. Repetition is acceptable if the core gameplay is engaging, but the battles were too long, and the creature collection was too grindy.

Interpreting the Feedback: Beyond the Literal

“Battles feel repetitive” didn’t just mean the combat system was bad. It meant the rewards weren’t worth the effort. If players felt powerful or gained valuable resources, they would tolerate more repetition.

“Collecting creatures isn’t rewarding” wasn’t just about the creatures themselves. It also meant the acquisition process was dull. There was no sense of accomplishment or discovery.

I had to dig deeper and analyze the why behind the complaints.

The Iteration Process: Scrapping and Rebuilding

I broke down the game loop into smaller, more manageable chunks. Then, I focused on addressing the core issues identified in the feedback.

First, I introduced more frequent and impactful rewards. Every battle, even a loss, now granted experience points that visibly contributed to leveling up. Leveling up unlocked new abilities and stat boosts, creating a direct and immediate sense of progress.

Second, I revamped the creature collection system. I added unique creature abilities that could be used outside of combat, providing practical benefits for exploration and puzzle-solving. This gave players a reason to collect creatures beyond their combat prowess. I also implemented a more deterministic catch mechanic. Random chance feels like a waste of time.

Third, I shortened the battles. The goal was to make combat feel more dynamic and less like a slog. I increased damage output and introduced more tactical options, encouraging players to experiment with different team compositions and strategies.

Concrete Examples of Improvements

The original exploration loop was simply “walk around and hope for an encounter.” Now, it involved:

  • Creature abilities that allowed access to previously inaccessible areas. (Eg. a creature that melts ice to open a new path)
  • Visible resources that could be gathered and used for crafting.
  • Hidden areas with unique creature encounters or rare items.

The original battle loop was “select attack and repeat.” Now it involved:

  • Faster animations and quicker turn times.
  • Status effects that dramatically altered the course of battle.
  • Synergies between creature abilities.

Avoiding the Game Loop Feedback Trap

Going forward, I learned valuable lessons.

Playtest early and often. Don’t wait until you think your game is “ready.”

Focus on the why behind the feedback, not just the what.

Be prepared to scrap entire systems if necessary. Your ego is not your friend.

Don’t be afraid to simplify. Fun is often found in the most accessible mechanics.

The Aftermath: A Better, Still-Evolving Game

The subsequent playtests were much more positive. Players understood the goals, felt rewarded for their efforts, and, most importantly, had fun. “Project Chimera” is still a work in progress, but the core loop is now a solid foundation to build upon.

Negative feedback is painful, but it’s also essential. Embrace it, analyze it, and use it to make your game the best it can be. Your players will thank you (eventually).