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Web3 Game Testing: 25% OFF First Month

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  • Delivery Time
    TBD
  • Spain
  • Offer Detail
    25% OFF First Month
  • Price Type
    Monthly Recurring
  • Budget Estimation
    $2.5k/month

Service Description

At Huru Gaming, our competitive Esports team is already a reference for Spanish-speaking players, and it is also a recognized brand within the web3 community.

With the differential knowledge that the competitive team provides us and the new monetization avenues that web3 offers, we created a sustainable model which we master and replicate in other games whilst providing advance and thorough testing for Web3 games.

What We Do

🔬 Analyse the Core Mechanics of the Game:
Games need to be fun and the Core Mechanics are the most
important thing about it.

⚖️ Try to exploit the Game Balance:
Thanks to the expertise of our gamers we will try the limits of the
balance of your game and we will detect if some mechanics are
too OP or too Weak.

🪙 Healthy Economics:
We will evaluate the whole economic circle of the game, checking
the limits of it and how players can exploit them.

How We Do It

1⃣ The Project Manager will speak with your development team and understand everything about the game. Its purpose, the core mechanics, the tokenomics…

2⃣ With the help of your team, he will make a report of what is expected in every point of the game.

3⃣ The players will explain if the intentions of the game are fulfilled or not on a direct feedback with the PM.

4⃣ Communication will be ongoing on a daily basis with your team.

5⃣ A final report with improvements and solutions will be discussed with your team.

6⃣ This workflow will have to be done several times to find the right balance and solutions for your game.

Sample Report

As well as a detailed breakdown of improvements, combat analysis, conclusions and much more for the project as a whole, Huru gaming go into detail about what they do on every project and how they have achieved it. For example, see below an extract taken from the playtest of World Eternal Online:

1. How the Report has been made

1.1 The Report

We decided to divide the report in 2 different parts.

  • On one hand, we wanted to have a holistic view of the game, this part was more difficult since we couldn’t speak with the development team.
  • On the other hand, we wanted to show you how much in detail we can go into every aspect of the game, helping you to improve every detail of it. We decided analyzing the combat, since it is one of the core mechanics of the game. When we work with other games, the project manager always speaks first with the development team. This helps a lot in defining how the report should be made and the outcome is a lot more profitable, but we think that with the report that we have build, you will be able to see how we work.

1.2 Designing the Form

After testing the game, the players have to give feedback, and this is done by completing a Form. The design of this form is crucial and we divided it also in 2 parts.

  • On the holistic side of the game, the players had to write down his thoughts and complains about the game.
  • On the detailed part about the combat, they had to answer several questions on a scale of 0-10. They were divided into 3 different sections. Auto Atack, Spells and Movement. The form was filled in 3 times. Once per each of the Heroes that were analyzed. They could also add some comments about each combat section, in order to make the feedback even clearer.

1.3 Testing

2 Players tested during 5 hours the World Eternal Online – PlayerTest version.

  • The first hour was to get familiarized with the game and give general feedback about the game. They could play with any of the three first Heroes.
  • The next 3 hours they had to play 1 hour with each Hero, focusing a lot of the attention in the combat.
  • The last hour they played with the Hero that they have enjoyed
    the most. Interesting to notice that one decided to play with Tiberius and the other one with Rose.

1.4 Feedback

  • First step. The numbers:
    Thanks to the feedback given by the players we analyzed the numbers that were given and saw what were the most controversial and less rewarding experiences of the game.
  • Second step. The discussion:
    We discussed the answers with all the players at the same time and understood all of their complaints.
  • Third step. Solutions:
    All the players and the project manager combined gave possible solutions to the problems discovered in game.

 

Project Sizes
Indies, Triple-I, AA, AAA
Types Of Games
Web3
Platforms
Mobile, PC, Console, Browser

What methods of payments are supported?

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