How to Know If Your Game Is Fun: Signals and Tests
How to know if your game is fun: the play signals to watch, tests for prototypes and demos, and how to decide whether to keep, change or kill an idea.
Updated · 9 min read · For developers
If you want to know how to know if your game is fun, stop asking people whether it is. Asking gets you politeness. Watching gets you the answer. Fun shows up as behaviour: players who keep going when nothing forces them to, who try things you never pointed at, who come back the next day without a reminder, and who ask when the next build is out. This guide gives you a set of fun signals you can actually observe, small tests for each stage of a project, and a simple way to decide whether to keep, change or kill an idea.
Why you can't tell from your own playthroughs
You are the worst possible tester of your own game, and it's not a skill problem. You know every shortcut, you skip the parts you know are rough, and your brain fills in the art, music and feel that aren't there yet. Mark Brown makes the point in his Game Maker's Toolkit episode on prototyping: our brains are terrible video game simulators, and almost any idea sounds good in your head. In the same episode Luke Muscat, the designer behind Fruit Ninja and Jetpack Joyride, says at least half of the hundreds of prototypes he has made weren't fun at all, and he describes one he was sure was "THE game" that got complete crickets when he released it.
That doesn't mean your own feeling is useless. One r/gamedev developer described a self check that holds up well: are you willing to sit and play with no development goal, just for the enjoyment? Do you find yourself playing longer than debugging needs? Another said a good sign is when you think about the mechanics while you're not playing, imagining strategies and different decisions. Treat these as a first filter. If you don't feel it, other people probably won't either. If you do, you still need other people, because liking your own game is common and tells you less than it seems.
The fun signals worth watching for
Ratings and "yeah it's fun" are weak evidence. Steve Bromley at Games User Research points out that a fun score is biased by the context it was asked in: players in a playtest are having a nice day out, so an eight out of ten often means they enjoyed the day, not the game. He puts behavioural findings first in his reports because they are safer to act on. Here are the behaviours that matter.
1. They keep playing past the point you asked for
Set a minimum session length, then watch what happens after it. A player who stops the second the minimum is up is telling you something. A player who says "one more run" and plays another fifteen minutes is telling you something much better. Note the time they actually stopped, and what was happening on screen when they did.
2. They experiment without being told
When players start testing the edges of your systems, combining things, trying to break a rule, or going somewhere you didn't point them, the mechanics are pulling them in. One r/gamedev reply put it simply: give it to one or two people and watch what they do, not what they say. If they experiment on their own or laugh at a moment you didn't expect, there is something fun there.
3. They react out loud
Laughing, groaning at a near miss, leaning in, muttering a plan to themselves. These small reactions are hard to fake and easy to miss if you are only reading a survey afterwards. Video reviews and livestreams catch them. Silence is not always bad, since concentration can be quiet, but long flat silence plus checking the time usually is.
4. They ask to play again
This is the clearest signal there is. If a tester asks for the build, asks whether they can play again, or asks when the next version is coming, you are onto something. One developer in the r/gamedev thread on knowing whether a prototype is fun named this as their first test. Keep a tally of who asks without prompting. Prompted interest counts for much less.
5. They come back the next day on their own
Session one tells you whether the first impression works. Session two tells you whether the game has a pull. If you can, give testers access for a few days and see who opens it again without a reminder. A game people finish once and never reopen might still be fine for a short narrative experience, but for anything with a loop, return visits are the signal you need.
6. They talk about it afterwards
Watch what players bring up unprompted after the session. Do they describe a moment, a strategy, a story of something that happened to them? Players who retell a run in detail had a run worth retelling. Players who only describe the menus and the bugs probably didn't.
Match the test to the stage of your game
"Is it fun?" is really several questions, and each one belongs to a different stage.
Core loop prototype: is the verb fun?
At this stage you are testing one mechanic, not a game. Use grey boxes and placeholder art. Brown's advice is not to make prototypes flashy, because art and story distract testers from the thing you are testing. The one exception, which Muscat raises, is feel: if the game is meant to be visceral, a little juice like the splatters in the Fruit Ninja prototype can be part of the fun. Just don't spend a month adding juice to cover a core that isn't working.
Good test: give a handful of players the prototype with a ten to fifteen minute minimum and no tutorial beyond one line. Watch for signals 1, 2 and 3. If nobody plays past the minimum and nobody experiments, the verb isn't carrying the game yet.
Vertical slice: does the loop hold up?
Now you have the loop around the verb: goals, rewards, a reason to do it again. Here you want longer sessions and you want to see where people stop. Mark the exact moment each player quits and look for clusters. A cluster at the same place is a pacing or difficulty wall. Scattered stops after a long session is normal.
Demo or early build: do they come back?
At this stage fun is mostly about pull across sessions. Give access for several days, let people play whenever they like, and check who returns. PlaytestCloud's guide to research methods lists multi-session or longitudinal playtests and diary studies among the formal ways to test appreciation, and notes that appreciation testing needs more players than usability testing because you are trying to represent your player base.
The "would you play again tomorrow" test
At the end of a session, ask one question and phrase it about a concrete action, not a feeling:
If this build was on your computer tomorrow, would you open it again? Why or why not?
The answer is less interesting than the reason. "Yes, I want to try the fire build" is a loop doing its job. "Maybe, if I had time" is a polite no. Then check the follow through: if they said yes, did they actually play again when they had the chance? The gap between the answer and the behaviour is one of the most honest measures you'll get.
Two related questions are worth asking alongside it:
- What would you tell a friend this game is about? If they describe the thing you think is the hook, the hook is landing. If they describe something else, that is where your fun actually is, or your hook isn't reading.
- What were you looking forward to doing next when you stopped? Players with a plan for the next session have a reason to come back.
When answers are vague, don't push for a verdict. Our guide on vague playtest feedback has follow up prompts that turn "it's fun" into notes you can use.
Use scores only to compare
If you want a number, ask the same enjoyment question the same way every time, then use it only for comparison: this build against last build, this level against that level, prototype A against prototype B. Bromley's point is that a score alone means little, but a score that moved between versions tests the same way is worth tracking. Always ask why they gave the score, because the reasons are where the design insight lives.
Keep the comparison fair. A more polished build will score higher because it is more finished, not because the design got better, so compare like with like.
Get the right players in front of it
Fun is genre specific. A brutal roguelike can look like a failure to cozy players and a delight to roguelike fans, and the reverse is just as true. Testing with people who would never buy your kind of game gives you false negatives. Testing only with friends gives you false positives.
What you want are strangers who would choose your type of game on their own. That is the idea behind Get Playtests: you post your build free, write the questions you want answered and set a minimum play time, and players pick the games they want to play, so the people who claim yours chose it. Each claimer has a delivery deadline, reviews can be written, video or a livestream, and you approve or reject every review. Video and livestream reviews are especially useful for this topic because you see the reactions and the stopping points, not just the summary. It works with Steam playtests and demos, itch.io, TestFlight, Google Play and web builds, and there's no credit card.
For more on recruiting and session setup, see how to find playtesters, how many playtesters you need and how to run a playtest. If your testers are remote, remote playtesting covers recording and think aloud setup.
Keep, change or kill: making the call
Testing is only useful if it leads to a decision. After each round, sort what you saw into one of three outcomes.
Keep going
- Several players played past the minimum without prompting.
- At least some asked to play again or returned on their own.
- Players describe the hook you intended, or describe a moment you're proud of.
Keep building, and test the next riskiest question.
Change something specific
- Players enjoyed one part and drifted in another, and you can see where.
- The quit points cluster at one place.
- Players found a different fun than the one you designed, and liked it.
That last one is a gift. Designers often find their real game this way. Change the part that's failing, or lean into the part that players found, then retest with fresh players. Don't retest only with the same people, because they now know the game.
Kill it, or shelve it
- Nobody plays past the minimum across a couple of rounds with the right players.
- Nobody asks to play again, and nobody returns.
- Fixing it would mean replacing the core verb, not tuning it.
Killing a prototype is a good outcome, not a failure. Muscat's story is the model: a few weeks to learn an idea isn't it, instead of two years. Write down what you learned, keep the files, and move on to the next prototype. Some ideas come back later in a better form.
Mistakes that hide the answer
- Testing too late. If your first outside test is a near finished game, you can't afford the answer. Test the verb first.
- Coaching during play. Every time you explain, you remove the evidence. Let them struggle and take notes.
- Counting compliments. "I liked it" from five people is weaker than one person who played for an extra twenty minutes.
- Asking only once. Fun across sessions is a different question from fun in session one. Ask both.
- Changing everything at once. If you change five things between rounds, you won't know which one moved the signal.
A one page fun test plan
- Write one question for the round, such as "Is the dash and grapple combo fun on its own?"
- Build the smallest version that answers it.
- Find five or so players who already like your genre.
- Set a minimum play time and say nothing else.
- Record or watch: time stopped, moments of experimenting, out loud reactions.
- Ask "would you open this again tomorrow, and why?"
- Give access for a few more days and see who returns.
- Decide: keep, change one thing, or kill.
When you're ready for a round with players who chose your game, post your playtest free and write that one question into it. For more guides on planning and running playtests, browse all guides.
Sources
- What's the point of prototyping? (Mark Brown, Game Maker's Toolkit)
- Find the fun: measuring enjoyment in games user research (Games User Research)
- How do you know a prototype is fun? (r/gamedev)
- At what point am I supposed to feel the fun of my game while prototyping? (r/gamedev)
- Research goals and methods for playtesting, Part 1 (PlaytestCloud)