About the author
Anton Slashcev
Almost 10 years of experience in Product Management, Business Strategy, and Narrative Design. Consulting in Match-3 / Casual Narrative / Hybrid-casual market.
Journal 44 Anton Slashcev January 13
Hereโs my step-by-step process for reviewing a new game:
๐ญ. ๐ฅ๐๐ฆ๐๐๐ฅ๐๐ ๐๐ข๐ ๐ฃ๐๐ง๐๐ง๐ข๐ฅ๐ฆ ๐๐๐ฅ๐ฆ๐ง
Before playing, I focus on understanding the competition:
โข Read user reviews in app stores
โข Play 3-5 competitor games
โข Take screenshots of key moments
โข ๐๐ป๐ฎ๐น๐๐๐ฒ ๐ธ๐ฒ๐ ๐ฎ๐๐ฝ๐ฒ๐ฐ๐๐:
โโ Gameplay tempo โ is it fast or slow?
โโ Monetization strategies โ how are purchases introduced?
โโ Engagement hooks โ what makes players return?
โโ Strengths and weaknesses
๐ฎ. ๐ฃ๐๐๐ฌ ๐ง๐๐ ๐๐๐ ๐ ๐ง๐ช๐๐๐
Each playthrough serves a specific purpose:
๐๐ถ๐ฟ๐๐ ๐ฝ๐น๐ฎ๐๐๐ต๐ฟ๐ผ๐๐ด๐ต (๐ญ ๐ต๐ผ๐๐ฟ) โ Focus on the big picture:
โข General feel โ Does it engage from the start?
โข User flow โ How intuitive is it for a new player?
โข Core loop โ Do main mechanics fit together?
โข Goals โ Are short- and long-term objectives clear?
โข Progression โ Is there a sense of steady improvement?
โข Gameplay tempo โ Fast or too slow?
โข Monetization โ Do I want to pay and why?
๐ฆ๐ฒ๐ฐ๐ผ๐ป๐ฑ ๐ฝ๐น๐ฎ๐๐๐ต๐ฟ๐ผ๐๐ด๐ต (๐ฎ ๐ต๐ผ๐๐ฟ๐) โ Dive deeper:
โข Onboarding โ Is the tutorial clear?
โข Game mechanics โ Do they evolve or get repetitive?
โข Boosters โ Impactful yet balanced?
โข Level design โ Does it introduce new challenges?
โข Art and UI โ Consistent and intuitive?
โข Monetization โ When offers and ads appear? What do they offer?
โข Game balance โ Fair resource flow?
โข Technical aspects โ Bugs or glitches?
โข Social mechanics โ Are they well-integrated?
โข Narrative โ Is it interesting and well-paced?
โข Live operations โ Which events and tasks appear, and when?
โ Throughout both sessions, I take detailed screenshots.
โ I also read user reviews here to confirm my impressions.
๐ฏ. ๐๐ก๐๐๐ฌ๐ญ๐ ๐๐๐ ๐ ๐ ๐๐ง๐ฅ๐๐๐ฆ
Once the playthroughs are done, I review key metrics:
โข Retention
โณ How well does the game retain players (Day 1, Day 7, etc.)?
โข Engagement
โณ Average playtime, daily levels completed
โข Onboarding completion
โณ Tutorial completion rate
โข Level funnel and churn
โณ Points where players quit
โข Monetization
โณ How is revenue split between IAP and ads? The distribution between sources?
โข Difficulty
โณ Win Rate, game difficulty
โข Game balance
โณ Currency sources and sinks
This data shows if the game meets benchmarks or needs changes.
๐ฐ. ๐๐๐๐๐ฉ๐๐ฅ ๐ฆ๐ง๐ฅ๐จ๐๐ง๐จ๐ฅ๐๐ ๐๐๐๐๐๐๐๐
โข No vague comments like โthe game is too easy.โ
โณ Instead, explain why it feels easy, e.g. โ๐๐ญ๐ข๐บ๐ฆ๐ณ๐ด ๐ค๐ข๐ฏ ๐ด๐ต๐ข๐ฏ๐ฅ ๐ด๐ต๐ช๐ญ๐ญ ๐ธ๐ช๐ต๐ฉ ๐ข ๐ญ๐ฆ๐ท๐ฆ๐ญ 1 ๐ธ๐ฆ๐ข๐ฑ๐ฐ๐ฏ ๐ข๐ฏ๐ฅ ๐ฅ๐ฆ๐ง๐ฆ๐ข๐ต ๐ฆ๐ฏ๐ฆ๐ฎ๐ช๐ฆ๐ด ๐ธ๐ช๐ต๐ฉ๐ฐ๐ถ๐ต ๐ฆ๐ง๐ง๐ฐ๐ณ๐ต.โ
โข Go beyond criticism, offer solutions:
โณ โ๐๐ฏ๐ต๐ณ๐ฐ๐ฅ๐ถ๐ค๐ฆ ๐ข ๐ณ๐ฆ๐ญ๐ฐ๐ข๐ฅ ๐ฎ๐ฆ๐ค๐ฉ๐ข๐ฏ๐ช๐ค ๐ต๐ฐ ๐ง๐ฐ๐ณ๐ค๐ฆ ๐ฎ๐ฐ๐ท๐ฆ๐ฎ๐ฆ๐ฏ๐ต. ๐๐ช๐ฎ๐ช๐ต๐ฆ๐ฅ ๐ข๐ฎ๐ฎ๐ฐ ๐ฆ๐ฏ๐ค๐ฐ๐ถ๐ณ๐ข๐จ๐ฆ๐ด ๐ฆ๐น๐ฑ๐ญ๐ฐ๐ณ๐ข๐ต๐ช๐ฐ๐ฏ.โ
โข Provide examples from competitors
โข Prioritize feedback by urgency, attach screenshots
โณ Helps developers have a clear roadmap
About the author
Almost 10 years of experience in Product Management, Business Strategy, and Narrative Design. Consulting in Match-3 / Casual Narrative / Hybrid-casual market.
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