Petri Games · service for developers

Find out what players think of your game — while there’s still time to fix it

A structured playtest with a mixed panel of testers: playthrough videos with live commentary plus a questionnaire. You don’t get “like / dislike” — you get a concrete list of what to fix, and in what order.

20+
testers in our case study
5+
audience segments per panel
2
formats — your games and rating others
1
prioritized fix-list on delivery
Two formats

For your task

Prototype validation

Did the player understand what to do in the first 5 minutes? Where did they stall, where did they want to keep going? We surface blockers and growth points — while they’re still cheap to fix.

Investment review

Would you buy it? At what price? Who would you recommend it to? An independent outside view — numbers and opinions instead of guesses.

How it works

Five steps to a verdict

01

Panel assembly

Genre experts, non-genre players, target audience, a QA eye — just 4 distinct profiles already deliver a stable consensus. The panel’s diversity is the value: you see the full picture, not one opinion.

02

Think-aloud playthrough

Each tester voices their thoughts while playing: what they like, what confuses them, where they want to press again. These moments are more honest than any form.

03

Genre-specific questionnaire

Ratings on your genre’s own criteria — narrative, roguelike, action or idle. Plus questions on price, audience and the desire to keep playing.

04

Find what recurs across everyone

A 3–4 of 4 consensus is an iron signal. Two testers independently proposing the same fix is gold. A one-off opinion is a note, not a priority.

05

Prioritized report — and a measured result

A clear fix-list: what to fix first, what gives the most effect for the least effort. After the edits, a second round measures what changed.

Real case · 20 iterations

How a 2D-chan ended up in Omsk

Visual novel · June 2026 · 20 testers · pros, genre connoisseurs, casual players, QA/UX, co-op Discord sessions

We started with 4 testers — and got the first stable consensus. Then scaled to 20: a professional gamedev writer, genre connoisseurs, non-genre players, co-op Discord sessions, a Linux/Wine test, a first female perspective. All 20 independently flagged the same strengths — and one shared growth barrier.

Unanimous asset (20/20) Sprite art, the twist, atmosphere, humor
Key growth barrier Act two needs stakes and choices
Unexpected insight Social/co-op format — 4 independent signals
Closed fork Background style — resolved via the panel
  • The “real vs drawn backgrounds” debate (7 to 4 votes) was closed by one insight: a light grade on real photos — and both camps are happy.
  • A hidden legal risk surfaced: brand logos and readable license plates in photos — a key signal before a commercial release.
  • The “hooked → willing to pay more” correlation held: a spread from 100 to 1000 ₽ tracked directly with tester engagement.
What you get

On delivery

  • A summary — the essentials about your game in 4–5 lines
  • A ratings table: every tester × every criterion
  • A list of strengths — what to lean on and not touch
  • A prioritized fix-list by “most effect / least effort”
  • Price and audience guidance — in the players’ own words
  • Cross-patterns and unexpected insights — what you can’t see without a panel
  • On a repeat round — an objective measure of progress before and after edits
Get a sample report for free

We’ll send the full “Omsk” case report (20 testers) for free — see the format and depth of the breakdown before ordering your own.

Request the sample report
Get in touch

Ready to test your game?

Write to us — we’ll talk through your game, its genre and which tester panel fits best.