Detailed
Reports are written from the actual playthrough, not from memory afterward. I document bugs, confusion, friction, polish issues, and player reactions as they happen.
Sample Report Structure
This page shows the structure and depth of a typical D Rock Games playtest and QA report. Instead of showing a watered-down fake report, this preview explains what each section covers and why it matters.
Every report is personally written by me, Derek Larson, sole owner of D Rock Games LLC. Reports are built to be practical, honest, detailed, and easy for developers to prioritize.
Report Philosophy
Reports are written from the actual playthrough, not from memory afterward. I document bugs, confusion, friction, polish issues, and player reactions as they happen.
The goal is to help you decide what matters most. I focus on issues that affect clarity, game feel, first impressions, player trust, and demo readiness.
I understand that indie games are built under real constraints. Feedback is direct, but it is meant to help you improve the build, not bury you in vague criticism.
What The Report Includes
Prepared by Derek Larson / D Rock Games LLC
Report Format
The final report is usually delivered as a written document covering the full playthrough, major issues, scoring, priority improvements, and final recommendations.
The report begins with a clean cover page showing the game title, developer or studio name, and D Rock Games LLC branding. This makes the report feel like a finished professional deliverable instead of a loose collection of notes.
This section explains the purpose of the report and sets expectations. It clarifies that the feedback focuses on player experience, technical stability, UX clarity, performance, presentation, and demo readiness.
This is the quick executive summary. It gives the developer a fast read on the state of the build before they get into the full notes.
This section gives category scores with short explanations. The numbers are not meant to reduce the game to a score. They are there to help the developer quickly see which areas are strongest and which areas need attention first.
How well the story, premise, setup, dialogue, and world context support the experience.
Whether the core actions are fun, understandable, repeatable, and strong enough to carry the build.
How clearly the game communicates objectives, interactions, menus, prompts, feedback, and player direction.
How movement, camera, input response, combat, interaction timing, and general responsiveness feel during play.
How well the layout, puzzle logic, navigation, landmarks, progression, and exploration flow work for a first-time player.
How music, sound effects, ambient audio, UI sounds, and atmosphere support the intended player experience.
How the game looks overall, including style, readability, polish, lighting, animation, effects, and presentation quality.
Whether the build runs smoothly and whether crashes, stutters, bugs, or major technical problems appeared during testing.
Whether the build feels ready to represent the game publicly, especially for festivals, Steam traffic, streamers, or press.
The overall impression after factoring in fun, clarity, friction, presentation, bugs, and whether I would keep playing.
This is usually the longest and most in-depth section of the report. It is written during the playthrough and covers everything I notice as a first-time player, including small polish issues, major blockers, confusing moments, bugs, UI problems, audio notes, controls, pacing, Steam page feedback, menu impressions, onboarding, settings, and anything that affects player trust.
The goal of this section is not to make the report look long. The goal is to capture the real player experience as it happens. If I get confused, I write down where and why. If an interaction feels wrong, I explain what happened. If something works well, I call that out too.
Feedback on the Steam page, capsule art, short description, trailer, screenshots, genre clarity, player expectations, and whether the page properly sets up the experience.
Notes on first impression, menu clarity, button feedback, hover states, volume defaults, settings behavior, quit prompts, and whether the menu feels polished.
Feedback on graphics settings, audio sliders, accessibility basics, resolution behavior, input options, controller support, and whether settings function as expected.
Notes on tutorials, first objective, control teaching, player direction, early confusion, prompt timing, and whether the player understands what to do without outside explanation.
Detailed observations from the actual play session, including movement, interactions, combat, puzzles, navigation, readability, pacing, frustration points, and player decision-making.
Bugs, collision issues, broken triggers, input problems, camera issues, animation problems, audio cutoffs, UI bugs, progression blockers, soft locks, and anything that makes the build feel unstable.
Broader suggestions that may improve clarity, polish, retention, or player comfort, such as map readability, brightness, feedback, pacing, objective design, or feature expectations.
After the detailed notes, I pull out the highest-impact fixes. This is where the report becomes easier to act on. Instead of leaving the developer with a giant list, I identify the changes I would prioritize first.
This section highlights the strongest parts of the build. I do not only focus on problems. I point out what already works so the developer knows what to protect, expand, or lean into.
This section isolates confusion points. These are often the exact moments where real players stop engaging, get frustrated, or assume something is broken.
The report ends with a direct summary of the overall experience. This is where I explain the main strengths, biggest concerns, and what I believe should happen next.
My goal is to be honest without being dismissive. If the build has serious issues, I will say so. If the core idea is strong, I will say that too. The final thoughts section is meant to leave the developer with clarity, direction, and confidence about what to improve next.
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