INDIE GAME PLAYTEST SESSION TEMPLATE PlayablePlan | https://playableplan.com/game-development-project-management Use one sheet per session. Replace the prompts below with your own answers. Test one decision rather than asking whether players like the whole game. Record behavior separately from opinions. This is a planning document, not an import file for PlayablePlan. Do not put participant contact details in shared notes. BLANK SESSION PLAN Project: Session owner: Session date: Decision this test will inform: One question to answer: Build version and link: Starting state and route: Expected end state: Participant profile and relevant experience: Participant code (no contact details): Observable success criteria: Rescue condition (when the observer may help): Capture method and any required participant permission: BEFORE THE SESSION [ ] Test the exact build and starting state. [ ] Confirm the player can reach the expected end state. [ ] Explain what will be recorded and get permission before recording. [ ] Prepare neutral instructions and a way to take notes. OBSERVATIONS Time or route step: What the player did: What the player said (keep separate from observed behavior): Intervention, if any: Repeat this block for each useful observation. NEUTRAL DEBRIEF 1. What did you think your objective was? 2. Was there a moment when you felt stuck? What happened? 3. What did you expect to happen next? Adapt these questions to the decision. Avoid suggesting the answer. DECISION AND NEXT BUILD Evidence summary: Decision: keep / change / run another test / reduce scope Smallest change to make: Task owner: Acceptance check for the change: Next milestone: Retest route and success criteria: FILLED EXAMPLE (HYPOTHETICAL) Project: Forest Courier Session owner: Alex Decision: Keep the current destination marker or change its presentation. Question: Can a new player find the delivery point without coaching? Build: First delivery candidate, version 0.4; insert your own build link. Route: Start with a parcel at the forest entrance; reach the destination cabin. End state: Parcel delivered, completion sound heard, next delivery available. Profile: Players comfortable with top-down games who have not seen this build. Success criteria: Reach the cabin and deliver the parcel in a five-minute session without observer help. This is an example threshold, not a universal benchmark. Rescue condition: The player asks to stop or cannot continue after losing progress. Capture: Timestamped observer notes; ask permission before any recording. Observation: At the first fork, participant P01 followed the brighter path away from the cabin. They said, "I thought this was the delivery route." Interpretation to test: The landmark may compete with the destination marker. Decision: Change the marker contrast, then test the fork with new participants. Task: Sam adjusts the marker; Alex checks it in the candidate build. Acceptance check: The revised marker is visible at the fork on the target screen. Retest: Start at the fork and observe route choice without pointing out the marker. To use this plan in PlayablePlan, create a milestone for the next playtest and add only the tasks needed to answer the question. Put the build link on the milestone and keep findings with the relevant tasks. Guide: https://playableplan.com/blog/run-indie-game-playtest-before-you-feel-ready