Do you know that feeling? You've developed a game, and everyone disappears when you put your creation on the table. That may be because your friends have had to test it with you many times before. Perhaps even in phases when the game wasn't really mature and good yet. Your friends and family are already biased. In your regular gaming sessions, everyone always wants to play released games, games that work without the risk of having to change the rules midway through the game. Your family and friends might also be too nice to offer real criticism because they don't want to hurt your feelings.

That's exactly why we offer a Prototype Testing Day where you can test your game with designers! Like-minded people help each other and work together to make their games better. Everyone knows what the pain points are because we’ve all been there. And authors think like authors and find solutions through prototype testing and open dialogue.

 

Our next Prototype Testing Day: 20.06.2026

Register

Agenda Prototype Testing Day

  9:00 Arrival
  9:15 Welcome + Explaining the schedule and the test procedure
  9:30  Test Session 1- 2
12:00 Lunch at Gasthof zu Post
13:00 Test Session 3 - 6
18:30 End of Day
19:00 Visit of Bavarian Games Archive (optional)
20:00 Dinner at the Italian Restorant Amici (optional)

The Prototype Testing Day costs 49€ per person for each day. Feel free to bring along friends who wanna test with you — they’re also 49€ each. Included in the price is lunch at “Zur Post” and drinks all day long. The optional dinner at the Italian restaurant Amici isn’t included; we just need a firm yes or no so we can reserve enough spots since it’s a popular place and you gotta book ahead. The restaurant is just about 50 meters from the games archive.

  Register

FAQ

  • How does the Prototype Testing Day work?
    The goal of the testing day is for each game designer to test at least one game, and if possible, two games. Since everyone will be testing games together and taking turns, it’s important to know in advance which prototypes will be tested. To keep things fair and organized, we will send out a simple overview form about 10 days before the event. Please fill out this form for each prototype you want to test and send it back to us. This helps us plan the different testing sessions.
  • What is a prototype?
    A prototype is an early, working version of your game idea that you can use and play. It helps to test out your ideas, your design, and how the game works early on, before showing it to a publisher. It doesn’t need to look perfect or be fully designed; publishers usually have graphic designers for that. What's most important is that the prototype includes all the main parts of your game so you can see how it works and get a feeling for how it plays.
  • How does a test session work?
    Since we expect around 40 people to attend, there will be several testing sessions in parallel. During each session, we try to have prototypes of similar length. The game designers will set up their prototypes and then briefly explain what the game is about, how to play, and what their testing goals are. After that, all participants will choose which prototype they want to try out (feel free to switch to a different one in each round). Everyone will play the game, and at the end, we’ll discuss how it went — what was good, what could be better, and what might need fixing. It's important to note that sometimes a game can’t be finished within the short time frame we have. That’s okay! Each testing session will have a set time limit, and we’ll announce when it’s time to stop playing and start the discussion. Usually, just a few rounds are enough to figure out what works well and what needs improvement.
  • Are publishers' representatives/editors/agencies present?
    No, publishers' representatives/editors/agencies are not permitted. The prototype testing day is not a pitch, self-promotion, etc., but rather a forum for exchanging ideas, improving, and collaboratively developing your concepts. Since each test round begins with a presentation, the day can be used to practice or refine your pitch.
  • What are good testing goals?
    Testing goals can answer questions like: Does the game work as intended? How long does a typical turn take? Do the players have fun? Are there any problems, such as a way to always win easily or certain parts of the game that are frustrating? Are the rules clear and easy to understand? Is there excitement or a build-up during the game, or does each round feel the same? Before testing, it's helpful to decide on a few main things you want to learn and share these with the testers.   
  • How many games can I test?
    Since each author brings their own games, we expect that approximately two games per person can be tested. It is also important to prepare the test in such a way that even if the game is stopped after a predetermined time, it still yields a meaningful test result.
  • How can I document my test results?
    Depending on what you're testing, it's important to keep track of all the key details so you can review them later. You should also save this information from all your testing sessions over the weeks and months to see how your game is improving. We'll share a sample form to help you record this information at least two weeks before the prototype testing day on this page.
  • Where do I get some tipps to prepare?
    We offer a book (German only): Leitfaden für Spieleerfinder (More details here)
  • I am afraid that my idea get stolen. What can I do?
    Basically, it's a good idea to approach a prototype testing day feeling relaxed. Everyone is interested in hearing suggestions from others, and all are inspired by what others share. No one is there to spy on others, and being open with ideas is always encouraging because everyone has the same goal: to make great games. If you're still concerned about sharing your ideas, we suggest our Preservation of Evidence for Game Ideas. This way, if needed, you can prove when you came up with an idea or when you wrote it down (More details are here)