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The Pre-Test Checklist Before You Spend a Dollar on UA

Most wasted ad budget is spent on tests that could never have produced a clean answer. Here is the checklist that makes sure yours can.

Vectra Play 6 min read
An analytics dashboard on a screen

Before spending on installs, five things must be true: the build is stable on a cold launch, analytics events arrive from a release build, the store listing converts, the creatives are genuinely different from each other, and the budget and geography are set so the result can be read. Any one missing invalidates the test.

Why this matters

A test that cannot produce a clean answer still costs full price. Worse, it produces a number, and numbers get acted on.

The most expensive version of this is a concept killed by a broken test. You conclude the game does not work, when in fact the events were not firing or the store page was empty.

Every item below takes minutes. The test takes days and real money.

The purpose of a test is a decision. If a failure in setup could explain the result, the test cannot support a decision.

Build readiness

Run these on the exact build you will advertise, on a real device.

  1. Cold launch works from a fresh install, with no crash and no long black screen.
  2. The first playable action is reachable in seconds, with nothing gating it.
  3. No placeholder content is visible: debug overlays, lorem text, build numbers.
  4. It runs on your device floor, not only on the newest phone in the office.
  5. The store build and the test build are the same version. Advertising one build while another is live is a surprisingly common mistake.
  6. The advertised moment exists and is reachable early, per Why Most Prototypes Fail in the First Ten Seconds.

Analytics readiness

This is where tests are most often silently broken.

Code stripping removing an event path in a release build is the classic failure here, and it is covered in Porting a Unity Prototype to a Publisher SDK.

Store listing readiness

The store page sits between your ad and your install, and a weak one distorts everything.

ElementCheck
IconReadable at small size, distinct from competitors
First screenshotShows the mechanic, not a menu or logo
TitleContains the words people search for
Short descriptionSays what the player does in one line
Ratings and reviewsIf very few, expect conversion to be lower and account for it
SizeLarge downloads lose installs, per Cut Your Unity Build Size in Half

If the store page is weak, your test measures the store page rather than the creative. Fix the first screenshot and the icon before spending, since they carry most of the conversion.

Creative readiness

The creative is the thing being tested, so it needs to be a fair test.

Budget and geography setup

Setup decisions determine whether the result is readable.

  1. One or two markets, held constant across creatives.
  2. Equal budget per creative, in separate ad sets, so the platform does not pick a winner early.
  3. A daily cap so nothing burns the budget in an afternoon.
  4. At least three full days, to clear the learning period and cover day-of-week effects.
  5. A shallow optimisation event, because low volume cannot support a deep one.
  6. A written stopping rule, agreed before the test starts, so results are not evaluated emotionally halfway through.

The full reasoning at small budgets is in Creative Testing on a $500 Budget.

The one-page version

Print this and tick it before every test.

What we would do

Run a one-day, very small spend as a smoke test before the real test. Its only purpose is to confirm installs arrive and events appear. It costs little and it catches the failures that would otherwise ruin the main test.

Write the decision rule before spending anything. What result leads to continuing, what result leads to stopping, and what result means the test was inconclusive. Deciding this in advance is what stops a marginal result becoming whatever you hoped for.

Then keep the setup identical between tests. Comparability across rounds is worth more than optimising any single one.

The short version

Tick the one-page list before your next test, and run the smoke test first. If you want the checklist run over a campaign before it goes live, send us the details.

Related reading: Setting Up Your First Facebook Creative Test, The Publisher Submission Checklist, and Soft Launch: How to Test Before You Spend.

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