Strategy

How to Test Marketability Before Writing Any Code

You can test whether a game concept attracts players before writing a single line of code. Here is the method, what it costs, and how to read the result.

Vectra Play 6 min read
A phone showing ad test results next to concept art sketches on a desk

You can get a reliable read on whether players will click on your game concept using nothing more than concept art, a short video, and a small ad spend. The test takes three to five days and costs between $200 and $500. A concept that fails this test will fail with a finished build, so running it first saves months.

Why test before building

Building a game to find out whether anyone wants it is the most expensive market research method available.

A marketability test answers one question: will this concept attract attention at a reasonable cost. It does not answer whether the game is fun, whether players will stay, or whether it will make money. It answers whether anyone will look.

That single answer eliminates roughly half of all concepts before they cost real development time. The method is standard in publisher pipelines, and there is no reason an independent team cannot run the same test.

What you need

Four assets, and none of them require code.

  1. Concept art. Three to five images showing the core visual and the main action. These do not need to be final quality. Clear and representative is enough.
  2. A short video. Fifteen to thirty seconds showing what the game looks like in motion. Screen recordings of a rough prototype work, but so do animated mockups built from the concept art.
  3. A store page mock. A simple landing page with the game name, icon, one screenshot, and a call to action. This is the destination for the ad click.
  4. An ad account. Facebook or TikTok, with a small budget loaded.

The video is the most important asset. It carries almost all of the signal, and the difference between a good test video and a bad one is clarity, not production value.

A marketability test does not need a prototype. It needs a clear visual of what the player will do.

How to run the test

The process takes less than a day to set up and three to five days to collect data.

Step one: build two to three video variations. Each should show the same concept from a different angle or with a different hook. The variation reveals whether the concept works or whether one specific presentation works. The hook structure is in Ad Hook Four Beats.

Step two: set up the campaign. Target broad. Do not narrow by interest or behaviour, because you are testing the concept against the general market, not against a pre-selected audience.

Step three: set a daily budget. Between $30 and $50 per day per variation. You need enough impressions to get a stable cost per click.

Step four: point clicks at the store page mock. The page does not need to do anything. You are measuring whether people click, not whether they install. A "coming soon" page is fine.

Step five: wait three days minimum. The first day is unstable. Day two and three settle. If the numbers are still moving on day three, run to day five.

Reading the results

Three numbers matter.

MetricWhat it tells youGood range
Click-through rate (CTR)How many people who saw the ad clicked itAbove 2% for casual, above 3% for hyper-casual
Cost per click (CPC)How much each click costBelow $0.15 in tier-one markets
Video watch rateHow much of the video people watched before scrollingAbove 30% average watch time

A concept that clears all three is worth prototyping. A concept that fails all three is not, regardless of how good the idea feels.

A mixed result, where one metric is strong and another is weak, is the most useful outcome. It tells you what to fix.

A high CTR with a low watch rate means the thumbnail works but the gameplay visual does not hold attention. A high watch rate with a low CTR means the game looks interesting but the ad does not create urgency to click.

What the test does not tell you

Be precise about the limits.

The test tells you whether the concept has visual pull. That is one input to the decision, not the whole decision. But it is the cheapest input to get, and concepts without visual pull almost never recover it later.

When to skip the test

Three situations where testing first does not make sense.

For everything else, the test costs less than a week of development and eliminates concepts that would have cost months. The math is straightforward.

What we would do

Run the test before the prototype sprint, not after. A prototype built on a concept that already passed a marketability test starts with one major risk removed.

Use three video variations so the test separates the concept from the presentation. A single video that fails could mean the concept is weak or the video is weak, and you cannot tell which.

Set a kill threshold before running the test. If CPC is above $0.20 in your target market, stop and try a different concept. That threshold is the whole point of testing early.

The short version

Run the test before your next prototype. If you want a studio that tests concepts before building them, talk to us.

Related reading: Creative Testing on $500, Ad Hook Four Beats, and CPI Benchmarks by Genre.

#Strategy#CPI#Testing#Publishing
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