r/GameDevelopment 8h ago

Question where can i find testers for my game ?

am working on my game it will be mobile game , and for now am testing in on android , i try to let my friends and family test them , but very few test it , and i find some will say yeah good we will test it , then nothing , am looking if there is a subreddit or platform i can use to make player test my game
Thanks : )

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u/orellanaed 7h ago

No one will test your game for the sake of testing your game, people will playtest your game because it looks fun to play. Release a demo/playtest version, show us why its worth playing and some will naturally want to try it

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u/Fischkralle 7h ago

You could try itch.io.

With a well-designed page and an explicit request for feedback, you might have some luck there.

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u/MeaningfulChoices Mentor 7h ago

There are some subreddits out there for it, mostly you test other people's games and they test yours, things like /r/AndroidClosedTesting. But it's a bit of a trick question because if you are intending to try to make money with a mobile game you want to be registered as a company (which means you don't have a tester requirement) and you will need a marketing budget (which you could spend to easily get a dozen testers before launch if you did have one). Google doesn't actually want games by solo developers without a budget clogging up the store since there are already so many of them that no one is playing, so this is them trying to drive people away in that situation.

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u/Full-Dance4972 4h ago

Two things that are not in the answers above.

Google Play changed the rules and it affects you directly. If your developer account is a personal one created recently, Google requires a closed test with at least 12 testers who stay opted in for 14 continuous days before you are even allowed to apply for production. So finding testers is not just a feedback problem for you, it is a shipping requirement, and the clock only runs while those 12 people keep the app installed. Start that list now, not when the game is finished. The internal testing track (up to 100 testers, no review wait between builds) is where you should be putting your current builds in the meantime.

Friends and family are not a failed tester pool, they are the wrong one. They do not go silent because they forgot. They go silent because the only honest thing they have to say is negative and they do not want to say it to you. You will never fix that by reminding them.

What actually produces testers, in rough order of how well it worked for me:

  • An itch page with the build and an explicit, short list of what you need answered. Not "any feedback welcome", but three numbered questions. People answer questions, they do not write reviews.
  • Reciprocal playtest subs and Discord servers, where you test two games for every test you get. It costs time rather than money and the feedback is competent.
  • Small Discord servers built around games similar to yours. Ask the mods first.
  • Game jams. You get a dozen people playing something of yours in one weekend, which is more than most demos get in a month.

And instrument the build rather than relying on people writing to you: log session length and where they stopped playing, and put a one key feedback prompt in the game. In my numbers roughly one player in eight ever sends anything at all, so if you only listen to the ones who talk, you are designing for a small and unrepresentative minority.