Playtesting
July 6, 2024

5% Retention Increase for Panoramik Games

Panoramik

Panoramik Games

+5%
RR Increase
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Playtesting is a crucial element of game development, yet traditional questionnaire-based methods have inherent limitations. Developers often accept that surveys can only reveal players' thoughts after the game, never during it. This leaves a gap in understanding players' genuine emotions in real time.
With the help of facial coding technology, we want to revolutionize playtesting by providing second-by-second emotional feedback. This innovation allows developers to truly understand how players feel during gameplay, enabling impactful changes that significantly enhance key metrics.

About Panoramik

Panoramik is a leading game development studio of 150+ talented individuals that create visually stunning games with a focus on exceptional player experiences. With over 6 million downloads and top-grossing games like Mighty Party and Auto Brawl Chess, Panoramik is a trailblazer in mobile gaming.

Problem

Panoramik’s producers wanted to create a more immersive and satisfying gaming experience for their users. Still, they struggled with understanding the steps of the game, where there is maximal engagement, or when frustration breaks limits, decreasing fun. Traditional playtesting was helpful but had its limitations. The team was eager to look more precisely and turned to Sensemitter’s emotional feedback tool.

Methodology

Sample report of the emotional analysis at the user level

Image #1
Overall engagement and attractiveness

Ways to create engagement in the game:

  1. The introduction of the new character (Priestess) in a field battle. (Tension)
  2. Advancing to a new (major) league. (Tension)
  3. Winning the first battle and acquiring the Archer. (Attractiveness)
  4. Winning the second battle and acquiring the Swordsman. (Attractiveness)
  5. Understanding the mechanics of battle in the field. (Attractiveness)
  6. Introduction of a new character and exploring their abilities. (Attractiveness)
Image #2
Overall engagement and attractiveness

Ways to create disengagement in the game:

  1. Activating rare heroes – buying them for the loot. (Tension – too high, no attractiveness)
  2. Difficulty with leaving the Hall of Fame. (Tension – too high, no attractiveness)

Moderate engagement and challenge. Early wins boost motivation.

Emotional engagement increases towards the end.

Key outcomes:

Tension is a significant driver of user engagement.
Battles in the field are the main element of engagement.
Scenes presenting new heroes and their abilities contribute to user tension.
Tower battles can relieve tension and provide a change of pace.

Suggestions from Sensemitter's team

  • Use tension to create a constant challenge with rewarding benefits.
  • Vary inputs in battles in the field to maintain tension.
  • Allow for customization with different skins for weapons and items.
  • Improve the league scoring system and tower mechanics based on user feedback.
  • Offer character purchases during attractive moments.
  • Improve navigation and communication of achievements in the Hall of Fame.

Final thoughts

Emotion-driven playtesting offers distinct advantages over traditional playtesting, including:

Deeper dive into user engagement and emotional response.
Identification of key emotional drivers of engagement.
Specific recommendations for improving user experience.
Ability to make targeted game mechanic improvements.
Enhanced potential for positive impact on retention rates.
Our primary focus is transforming emotional responses into data through eye-tracking and facial coding technologies. We help gaming businesses understand players' motivations and frustrations, providing insights into emotions and reactions.

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