Sensemitter is now Emhance.
Read more

Most first-time FTUE playtests fail before a single player is recruited — not from bad execution, but from nobody agreeing what question the study was meant to answer. This guide walks mobile game teams through running their first playtest end to end: defining the objective, recruiting the right players, designing sessions that reveal behaviour rather than opinions, and turning what you see into a decision. Includes a 12-point checklist to run before you start.
You've decided to playtest your FTUE — the first session a new player has with your game. Maybe retention looks soft in the first few minutes. Maybe a launch is coming and nobody wants to find out about a broken tutorial from launch-day reviews. Maybe a stakeholder asked why players are leaving at the tutorial, and nobody had a confident answer.
Most first-time studies don't fail because the session went badly. They fail earlier — before recruitment, before task design — because nobody agreed on the one question the study needed to answer. Get that part right and everything downstream gets easier.
This guide walks a first-time team through a real FTUE playtest, in order: when playtesting is the right tool, how to scope a one-sentence objective, who to recruit and how many, how to design sessions that reveal behaviour instead of opinions, moderated versus unmoderated trade-offs, how to tell a real pattern from noise — including the difference between a player who's confused and one who's genuinely challenged — and how to turn what you saw into a brief your team can act on.
Includes a common-mistakes list, a ten-day example workflow, and a 12-point checklist to run before you recruit a single participant.
Free to download. No research background required.
