Home/Sample audit
Illustrative example with a fictional gameSample audit: the first hour of Wildspire
Wildspire is an invented third-person survival-crafting adventure for console, in the spirit of today's popular co-op survival games. Everything below is a simulation of an analysis, written to show what a studio receives after a two to three week audit. A real audit uses your build, your players and your goals.
- Scope
- First 60 minutes and core loop
- Platform
- PS5, played on a TV
- Method
- Expert review, 5 first-time players, accessibility checklist
- You receive
- Report, annotated video, priority board
Scorecard
A quick health check of the player experience. Each area gets a score from 1 to 5, so the team can see at a glance where the first hour is strong and where it loses players.
How well the game teaches its controls and systems while the player is already playing.
Whether players always know what to do next and why it matters.
How sound, vibration and visuals confirm actions, warn of danger and reward success.
Options that let more people play comfortably: subtitles, text size, controls, difficulty.
Whether text and HUD stay readable from a sofa, at real living-room distance.
Hooks that make players want to start a second session tomorrow.
The first hour, minute by minute
I play the opening hour like a new player would, then watch five first-time players do the same. Every moment of friction gets a timestamp, a severity and a recommendation, so the team can jump straight to it in the recordings.
Boot flow Major
Before the first input, players sit through publisher and studio logos, a health warning and a 40-second intro.
Recommendation: Keep the screens the studio and platform legally require, such as ratings and health notices, and make everything else skippable after the first launch. Let players press Start during the intro.
Settings Critical
Subtitles are off by default and there's no text size option.
Recommendation: Turn subtitles on by default, add size and background options, and offer them on the first launch.
Movement tutorial Major
Three tutorial pop-ups pause the game within 90 seconds.
Recommendation: Replace them with one-line prompts that don't pause the game, and let the level layout do the teaching.
First combat Critical
The parry window has no sound or vibration cue. Four of five players never parried.
Recommendation: Add a distinct sound and a short controller vibration when the window opens, plus a brief slow-motion beat on the first successful parry.
Crafting bench Major
Wildspire's crafting bench turns gathered wood, ore and herbs into tools and armour. It shows six material types and dozens of recipes at once, and players open it, read the list and leave without crafting anything.
Recommendation: Introduce one material per milestone and highlight the first recipe the player can already afford, so the first visit ends with a new item.
The camp opens Major
Once the first camp unlocks there's no clear next goal, and players wander for up to eight minutes.
Recommendation: Show one main objective on the map and in the HUD, with optional goals one button away.
Text on TV Minor
Item descriptions are hard to read from a sofa at 1080p.
Recommendation: Raise the minimum text size and test at real viewing distance on a TV.
Saving and quitting Critical
Save points are far apart. Players who quit at the end of the hour lose up to 20 minutes of progress.
Recommendation: Autosave at every milestone and before quitting, and show a clear save icon so players trust it.
Priority plan
Not every fix can ship at once. The priority plan sorts the recommendations by impact on players and effort for the team, so the most damaging problems are fixed first and nothing gets lost.
Now
Next one or two sprints
- Subtitles on by default, with size options
- Sound and vibration cue for the parry window
- Autosave at milestones and before quitting
Next
Before the next milestone
- Non-pausing tutorial prompts
- One clear objective after the camp opens
- A first crafting visit that always ends with a new item
Later
Polish pass
- Pace materials across milestones
- Shorter boot flow within legal requirements
- Text size check on TV
What I'd suggest now: start with the three critical findings. They're small changes, they affect every new player, and together they remove the main reasons people would stop playing in the first hour.
Want an audit like this for your game?
I'll play your build like your players will, record first-time sessions and hand your team a prioritised plan. Tell me about your game and when your next milestone is.