A bug report can tell you what broke. Player data can tell you
where people stopped. Qualitative playtesting helps explain what
they were thinking and feeling when it happened.
I personally play your game with fresh eyes, study the full player
experience, document bugs and friction, and turn what I find into
clear feedback you can actually use.
The best option is not always the one with the most testers. It is
the one that gives you the information needed for your next decision.
D Rock Games Focus
Qualitative testing explains why.
This is a close look at the experience itself. I explain why an
objective may be unclear, why a mechanic feels unsatisfying, why
the pacing drags, or why a strong moment works.
Detailed first-time player reactions
Onboarding, controls, pacing, difficulty, and clarity
Bugs, Quality Assurance concerns, and UX friction
Specific reasoning and priority recommendations
Larger Testing Platforms
Quantitative testing measures how many.
This is usually the better fit when you need broad behavior from a
larger sample, such as completion rates, survey scores, average
playtime, retention, or statistically useful trends.
More players and broader samples
Completion rates and behavior patterns
Survey results and measurable trends
Confidence that a problem is common across an audience
Many games eventually benefit from both. Qualitative feedback helps
you understand and improve the experience. Quantitative testing helps
you measure how that experience performs across more players.
When To Hire Me
You need more than a list of bugs.
My service is strongest when you need someone to slow down, pay
attention, and explain what is helping or hurting the game from a
real player's point of view.
You are unsure whether the tutorial, controls, UI, objectives, or
progression are clear.
You need to understand why a section feels boring, frustrating,
confusing, or harder than intended.
You are preparing a public demo, Steam Next Fest build, publisher
pitch, major update, or launch.
You have been working on the game too long to experience it with
fresh eyes.
You want detailed feedback that respects the work already in the
game and gives you a practical next step.
What I Look For
The full player experience, not just technical failures.
Every project is different, but these are the areas I consistently
study while playing.
Onboarding and clarity
Whether players understand the goal, mechanics, UI, terminology,
and what they are expected to do next.
Controls and game feel
Responsiveness, input feedback, movement, combat, camera behavior,
and whether actions feel good to perform.
Pacing and difficulty
Where the experience drags, rushes, repeats itself, becomes
unclear, or creates difficulty for the wrong reason.
UX and presentation
Menus, settings, readability, feedback, navigation, visual
hierarchy, and anything that makes the game harder to use.
Bugs and polish
Blockers, broken interactions, visual issues, audio problems, edge
cases, and smaller details that can hurt player trust.
What already works
The strongest moments, mechanics, presentation choices, and ideas
worth protecting as the game continues to change.
Playtesting Services
Choose the depth that fits your current build.
Every option is handled directly by me. I confirm the scope and
delivery date before payment.
Written Playtest
$50 per gameplay hour
A detailed written analysis without a gameplay recording.
Independent first-time playtest
Detailed written PDF report
Player experience, UX, pacing, game feel, and clarity feedback
Trailer Direction can be added to eligible playtests for $30. After
playing, I will recommend what the trailer should showcase and provide
a basic clip order.
How It Works
Simple process. No mystery handoff.
You deal directly with me from the first message through delivery
and follow-up.
Step 1
You tell me what matters
Share the build, current stage, requested gameplay time, and any
concerns you want me to keep in mind.
Step 2
I play with fresh eyes
I approach the build as a first-time player, take detailed notes,
test beyond the obvious path when useful, and pay attention to
both problems and strengths.
Step 3
You receive clear feedback
I deliver the agreed report and recording, then remain available
for follow-up questions so nothing in the feedback is left
unclear.
Why D Rock Games
Your game is not passed to a random tester.
I am the person you speak with, the person who plays the build,
and the person who writes the feedback. I also build games myself,
so I understand that every recommendation has a cost and that
feedback needs to be useful, not just technically correct.
Founder-led from start to finish
No outsourced handoff and no support queue between you and the
tester.
A developer's perspective
I understand scope, priorities, tradeoffs, and how hard it can
be to see your own game clearly.
Honest about the right fit
I will tell you when a larger quantitative test would serve your
goal better.
Available after delivery
You can ask questions and discuss the reasoning behind the
report instead of being left with a document alone.
Developer Feedback
“Derek gave the Scales of Silence demo a careful, detailed pass and
delivered one of the most useful reports I've gotten. No filler and no
padding to look busy.”