mobile background

Ratocalypse DevDiary #4 - Prototype Test Retrospective

Cassel
1 Jan 2026
Views 39



Cheese: Hello! This is Cheese, currently developing <Ratocalypse>.

In this entry, weโ€™ll be focusing on the work carried out during the prototype test in December, along with our impressions after the test concluded.

However, starting from the middle of this post, the content shifts more toward personal analysis. This may be helpful for those interested in the testing process itself, but for others, it might feel a bit lengthy. ๐Ÿ˜…



Steam Page Setup


This test was conducted in two phases: a closed test with acquaintances, followed by a user test.

For the user test, we decided to use Steamโ€™s Playtest feature to make participation as accessible as possible. Running the test through a Steam page allows participants to easily check basic information about the game beforehand, and enables them to install and play simply by clicking the โ€œRequest Accessโ€ button, without any additional steps.

For these reasons, we determined that the Steam Playtest feature was the best fit for this test.


7f98532331275.png

During the test period, the participation button is displayed as active, as shown above.ย 


However, since we hadnโ€™t originally planned to open the gameโ€™s Steam page this early, we had to produce the necessary assetsโ€”such as the gameโ€™s title and logo imagesโ€”within a very tight timeframe. Although the period was extremely short, thanks to the hard work of our art team, we were able to create some great visuals.

Once the Steam page was up, we found ourselves wanting to include at least a simple teaser video as well. So, we hurriedly put together a teaser and uploaded it, completing the setup of the Steam page.




Acquaintance Testย 


Before moving on to the user test, we first conducted an acquaintance test in order to organize a round of basic fixes and proceed with the user test using a slightly improved version of the game.

Thankfully, more acquaintances than expected participated in the test, allowing us to collect a total of 31 pieces of diverse feedback.



b4cd770c453a6.png

This was our first opportunity to directly review opinions on the current project.ย 


Based on the feedback gathered as shown above, we selected the following items that could be addressed within a short timeframe and applied a patch for the user test version.

  • Added a combat speed system
  • Changed rune-related structures to starting structures
  • Removed and replaced temporary character voice lines that did not match the gameโ€™s atmosphere
  • Added a skill hotkey system
  • Supplemented certain tutorial sections

After completing the acquaintance test, we found ourselves facing some unexpected concerns.

Through the acquaintance survey, we had already received a large amount of feedback and opinions, and were able to organize many areas we wanted to improve. This led us to question whether it was appropriate to proceed directly to the user test without first addressing all of these issues.

After some consideration, we concluded that feedback from acquaintances and from users could differ in perspective and experience. With that in mind, we decided to proceed with the user test as originally planned.




User Test and Analysisย 


After completing the acquaintance test, we took a two-week period to make revisions before proceeding with the user test.

To recruit participants, we primarily promoted the test through indie gameโ€“related communities. The test period ran for approximately two weeks, from December 15 to December 28.

Once the user test concluded, we took some time to analyze the results by combining the findings from both the earlier acquaintance test and the user test.


d05b3be83f91b.png

Game genres that our acquaintances usually enjoy


10dfa00e50f56.pngย Game genres that users who responded to the survey usually enjoy


First, in the case of the acquaintance test, the distribution of playtime was relatively even. As a result, the collected data showed a stable distribution without being heavily skewed toward any particular range.

Around 20% of the acquaintances participated in the test for more than four hours. The remaining participants, however, seemed to take part in the survey after playing for an appropriate amount of time based on their individual level of interest.


0f7e1fa7e7747.png

Including international participants, a total of 17 users took part in the user test survey


4ad1b34b948d9.png

Game genres that users who responded to the survey usually enjoy


Since this test followed a format closer to an open test, we had expected to collect a larger number of survey responses. However, the overall survey participation rate turned out to be lower than anticipated.

That said, we were able to observe some interesting points that we hadnโ€™t seen in previous tests.

In typical cases where tests are conducted with incentives or rewards, survey responses tend to be dominated by users who played for a short periodโ€”usually within one to two hoursโ€”while responses from those who played for longer periods are relatively fewer.

Interestingly, in this test, around 70% of the respondents who participated in the survey reported playtimes of two to four hours or more.



2af9828aeb3dd.png

The distribution shows polarization toward both extremes, with a noticeable gap between the average playtime and the median



In addition to the survey results, we were also able to obtain basic statistical data through Steam. To make active use of the collected data, we analyzed both the survey responses and the Steam statistics using a combination of subjective interpretation and GPT, and were able to summarize our findings as follows:


  1. In the acquaintance test, approximately 50% of participants identified as fans of turn-based or strategy games. In contrast, around 90% of participants in the user test fell into this category. When comparing this with playtime data from both survey groups, we were able to confirm that users familiar with the genre tended to play for longer periods, while those less familiar tended to drop out relatively quickly.
  2. While playtime distribution in test versions is often polarized, this tendency was particularly pronounced in this test. This once again confirmed that the game strongly appeals to specific preferences, and revealed that the gameโ€™s entry barrier was higher than we had anticipated. In particular, we identified the need for further improvements in early-game explanations, immersion, and player motivation.
  3. Compared to the number of users who played the game, the number of survey responses was noticeably low. As this was our first time conducting an open-style test, we had set relatively high criteria for providing participation rewards in preparation for a potentially large number of participants. While this was intended to prevent an excessive number of participants joining solely for the rewards, it may have unintentionally reduced the motivation to participate in the survey for those who played only briefly. At the same time, we also felt the need to place the survey participation button in a more visible location.



1e10c5ef10846.png

English-speaking players playing the game by translating the screen with AI before English support was provided


In addition, while this test was originally planned as an event exclusively for domestic players, we unexpectedly had players from overseas participate as well. Some of them went as far as using AI tools to translate the game screen in order to play through the test and provide feedback.

Although we had no plans to support additional languages during this test period, this led us to hurriedly add English support during the first week of testing. Looking back, we canโ€™t help but feel that it might have been better to prepare additional languages in advanceโ€”even if it meant slightly delaying the scheduleโ€”and promote the test from the start in a way that allowed international players to participate more easily.




Closing Thoughtsย 


Through this test, we were able to reflect not only on quantitative analysis, but also on what kinds of improvements could be applied within the game itself. In particular, players who spent longer periods playing during the user test provided a wealth of feedback, which helped us better understand what aspects resonate with fans of this genreโ€”and, as a result, which areas need further improvement.

Overall, this test became a valuable opportunity that provided us with many insights into shaping the gameโ€™s future direction.


878a9ead83fed.png

Individual feedback is organized and categorized by topic, as shown above


It was encouraging to confirm that the game is able to provide long-lasting enjoyment for fans of the genre.

However, moving forward, we believe it will be important to continue exploring ways to lower the early entry barrier for those who are not already fans of the genre, while also introducing elements that enhance immersion in the game.

<Ratocalypse> is also planning to hold additional test events of a similar nature in 2026. If you would like to receive updates related to these tests, we invite you to join our Discord channel.


Once again, we would like to express our sincere gratitude to everyone who participated in the test.

Wishing you all a Happy New Year, and with that, weโ€™ll bring this Dev Diary to a close.


Facebook: https://www.facebook.com/CasselGames/

X: https://x.com/CasselGames

2 0