Solo Testing Your Prototype
Key techniques and defect types to hunt for when playtesting your own game alone.
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Study Smart Tips for Solo Testing Your Prototype
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Active Recall
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Spaced Repetition
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Multiple Sessions
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Explain Aloud
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Questions Covered in This Set
10 cards to master
What is the goal of solo testing?
To check whether the game *functions* — every rule executable, turns have meaningful choices, and the game reaches an ending — not whether it's fun.
Why is solo testing cheaper than a human playtest?
Human playtests cost social capital; friends will only sit down with a half-finished game so many times. Solo testing costs only your own afternoon.
What is blind seat play?
Playing each side with a fixed, written-down simple policy, never letting a side use information it shouldn't have — stress-testing whether rules resolve cleanly.
Name the four personas used in persona play.
Greedy maximizer, turtle (defensive), spoiler (denies opponent), and randomizer (rolls to pick among legal moves).
Why is the randomizer persona valuable?
If a random player is competitive with a greedy player, your choices probably don't matter — a serious design problem.
What is adversarial self-questioning?
After each move, asking aloud 'If I were trying to break this game, what would I do now?' to catch degenerate strategies early.
What is a dead turn, and what's the threshold?
A turn with zero/one legal option or where all options are obviously equivalent. If more than ~15% of turns are dead, the decision space is too thin.
What is the 'dead zone' in a game's length?
The gap between the turn the winner was effectively decided and the turn the game actually ended; it should be near zero.
What are the five defects on the solo-test checklist?
Undefined states, dead turns, dominant strategies, length problems, and bookkeeping friction.
What did the Farm-spam log reveal, and how many fixes should you apply at once?
No interaction, a dominant card, and first-player advantage — change only ONE thing, then re-run the log.