PIcture a room full of game designers who love to make games. It’s mostly playtesting–either running a game or participating in a playtest for someone else’s design.
Designers will also naturally network and learn from each other about all aspects of design and game publishing. There will likely be newbies and published designers in attendance, so lots of learning will take place.
Most importantly, these events are a chance to give and receiving as part of the game designer community. It takes a lot to make a game, and this is an opportunity to help each other achieve are goals.
Our playtest days are unique, since we combine a Playtest Fest with a Mini-Protospiel. Later questions address the details of those types of events.
**If you attended the May 2026 event, we made these changes based on feedback and what we learned.**
Tickets are $20 until 8/31, then $25 after that. They are available here (not Tabletop Events). The price increase and change of payment service is to help cover expenses.
It's running for 10+ hours! (Jon said he won't kick anyone out at 10:00 if you're still playing.)
We are doing the Playtest Fest in the first half of the day instead of at the end. We hope earlier will be better for the public to join us. Also, we will know at the Protospiel time who didn't get as much playtesitng in. Then we can be sure to help those designers out!
Food for the Playtest Fest will be a more realistic menu of pizza, snacks, and pop. Additional food may be ordered later in the day too, but the amount and types of food we had the first time was unsustainable for the budget! We appreciate everyone's understanding as we continue working out a balance for this.
Feedback forms for playtesters will be digital. Filling out a form still earns an entry in the drawings.
Changes to the drawings:
We aren't stopping the playtesting action for drawings. Winners will be posted periodically and they can get a game from the prize table when they get a chance.
If you are not present or don't claim a prize before the next round of drawings, we may draw another name to replace yours.
Once you win a prize, you won't be eligible to win again at this same event. You can always win again at future ones though!
Not technically a change, but game designers are eligible to enter and win the drawings too if they're playtesting during Playtest Fest.
Get a Game Designer badge directly from Mike Petty Games for $20 on this page.
Playtesters can attend for free. No need to register!
Yes, as long as drinks are non-alcoholic.
This is a fun event designed to bring in the public to help us playtest. We aim to give back to them for the help they give us.
Anyone can stop in for free during the Playtest Fest hours (noon to 6:00 PM) to play prototypes, meet the designers, and get a look at the design and publishing process. There will be food/snacks, and there’s a chance to win prizes.
To encourage participation and to get feedback from the (non-badge) playtesters, they can fill out a short feedback form after playing a game. That will enter them in drawings for games and gift certificates.
Important information, especially for designers:
Remember that playtesters should be playing as many games as possible. Don't tie them up with long wrap-up conversations when your game is done. They can fill out a feedback form (which gets them entered int he drawing). Longer discussions can be saved for the Mini-Protosopiel time later.
Plan on running your game for other designers or join in one of their games as a playtester if there aren’t enough playtesters available to run your game with them. (There's no way to know how many playtesters will join from the public at any given time.)
If any designer would rather not playtest with the public for any reason, that's no problem. Just playtest with other designers during this time.
Designers, please help in advance by spreading the word! Invite friends, family and followers to join us. The public portion of the day will be from 12:00 to 6:00. We need at least three playtesters to every designer for everyone to be running their games the whole time, so plan on inviting 3 to 5 people and remind them to be there.
We greatly appreciate new or gently used games donated for the giveaway. One or two games would be great! Published games you made are ideal, but any game in very good condition is appreciated.
Families are welcome, but please keep in mind there will only be games for younger players (under 10 years old) if designers happen to be testing those designs.
And what's a Mini-Protospiel?
Protospiel events take place in many locations, in multiple countries. Everyone has their own spin on them. To us, Protospiel should mostly be game designers playtesting with other game designers. Feedback should go deeper than it probably will when testing with the general public.
There usually is not much structure at Protospiel events. We expect designers to share their time fairly. See the next question for more information about this.
Please note that our event is a Mini-Protospiel. We have just 4 hours to fit in as much of a Protospiel experience as possible. Because of this, think about ways you can play just part of your game, if it usually takes more than an hour.
Designers will get a table to run their game during the Playtest Fest. As long as enough willing playtesters are filing through, test your game as much as possible! Help other designers by testing their games if there aren't enough playtesters at any point.
Other than that, there will NOT be a schedule or structure for playtest sessions. Especiallly during the Mini-Protospiel time (after 6:00 PM), we encourage all designers to remember the Protospiel Golden Rule:
Share your time by putting in as many playtesting hours as you get from the other designers!
That’s total designer playtest hours. For example, if three other designers (with their own prototypes to test) play your one hour game and then give 30 minutes of feedback, expect to give back 4 - 5 hours of playtest time for the rest of the event.
Consider having a sign or printed page that lets people know what to expect from your game. Ages, playing time and number of players should be on it, as well as information on the type of game it is. This is not required, but it can help playtesters decide where they want to spend their time.
Treats, signs, and any other fun antics you can imagine to draw in playtesters during the Playtest Fest is encouraged. Of course, don't make such a spectacle that it distracts other people testing other games.
Prep your prototype so it’s as polished as possible. It doesn't have to look like a published game, but playtesters will appreciate ease of use. Be sure you have everything you need to run the session, including some paper to take notes.
Prep your intro and rules teach. Be sure to set expectations for the playtesters.What target audience are you aiming for? How far along is the game in development? What specific aspects are you most interested in getting feedback on? Are there strategies or play styles the playtesters should try to take on?
Decide how do you want to get feedback. Will you have a questionnaire for the playtesters, or just have a wrap up discussion? (That's mostly important for the Mini-Protospiel time. During Playtest Fest, we will have a generic feedback form for playtesters to fill out.)
An email will be sent in the weeks ahead asking for information on the game(s) you will be testing. Watch for it! We can use that to help playtesters know what to expect.
Invite friends, families and other supporters to the Playtest Fest portion starting at 12:00.
These are suggestions mostly for a Protospiel playtest, primarily testing with other designers (not with the general public). As such, you can usually go a little deeper with the level of testing and feedback.
Set expectations for your playtesters. Be sure to address who your target player is and details about the style/feel of the game you’re making. Tell them what stage of development the game is in.
Make it clear which areas of feedback are you’re looking for (and maybe what you’re not). For example, are you just trying to see if the basic system works, or are you interested in comments about the asymmetric player powers you are tweaking?
Watch while people play. You can learn a lot about the parts that are the most fun or that are hindering an excellent experience.
Take notes while people play. Not every comment needs to stop the game. Make a note and you can discuss it in a wrap-up when the session ends.
Don’t spend a lot of time trying to solve problems or think of rule changes in the moment. Even during the wrap-up discussion, you can make notes about possible problem areas, then address them on your own later. (This depends on the skill and experience levels of the people playtesting for you.)
For running your game during the Playtest Fest with the general public:
Briefly set up expectations if you think it's needed.
Treat it more like a game demo.
Expect less specific feedback. The public might not think as deeply about games, plus we want them to get to as many games as possible.
Watch the players for their emotional responses.
Remind them they can fill out the digital feedback survey to enter the drawing. A QR code will be available in many locations.
Everyone should plan to spend most of the day as a playtester. Here are some tips to be as helpful as possible.
Most of all, don’t try to force the designer to make the game you want to play.
Instead, pay attention to what the game designer is looking for. If the designer doesn’t clearly state this, ask. Try to limit feedback that doesn’t apply.
Unless asked specifically for fixes, let the designer be the fixer.
While playing, try to do so as a player in the target audience, even if you are not naturally into that type of game. With that in mind, and when appropriate, point out areas that you feel need attention.
Usually there will be a wrap-up discussion after the playtest finishes. That’s the best time to give overall thoughts and point out areas that need attention. Respond to the designer’s questions. Share your contact information or get the designer’s info if you think you can be of more help after the event.
Most games will be board and card games. There is a lot of variety, from quick and simple to longer and complex. If your game doesn’t fit that, it might still have a place. Please read the questions below, and keep in mind: This event only lasts 8 hours. If your game is over 90 minutes long, you might want to consider how you can test only part of it. Or at the very least, let your group know it will take a good part of their day. Especially when the public joins us in the second half of the day, we want this to be a family friendly event. If you have mature themes or explicit content that some might find objectionable, please be considerate of attendees or playtesters who might find it offensive.
This is an important question, especially for a one-day event!
First of all, remember that (for the 4 hours of Protospiel time) other designers are committing time to learn the game, play it, then have some wrap-up discussion. The day can go fast! Be considerate of time as a designer and a playtester.
You often don't have to run the whole game to get great feedback to move it forward.
Be upfront with the playtesters about the time commitment. Please understand some will not want to be part of a longer game that takes a good part of the day, especially if it’s also in an early stage of development.
A great rule of thumb for Protospiel events: Consider after an hour of playing how much more information you’re going to get if you continue the playtest. Ask everyone at the table. If you and/or the players think everyone has seen enough to give helpful feedback, consider how you might end the game early and possibly have more time for wrap-up discussion.
Games in any stage of development are welcome.
Again, just remember expectations are everything. Please let your playtesters know the stage of development at the start. The more early the game is in development, the more you should be considerate about the time your playtesters are devoting to it. If it’s not working, please end the session early rather than going too long.
That's great! You'll find most attendees have made board and card games, and most playtest sessions can finish in around 60 - 90 minutes. You will want to be very clear with people upfront if you expect your game to run 2+ hours.
For a successful TTRPG, we recommend preparing a one-shot adventure with pre-made characters and rules references on hand. Big Event games can be a challenge. You'll need to be very proactive about expectation-setting and scheduling. More than ever, it will help to invite several playtesters in advance of the event.
In either case you should also be very clear about what kind of feedback you're looking for. It's possible that your playtesters will opt out once they feel like they've provided that. Time is precious at Protospiel and big, long games are a commitment.
If you're still in doubt, please contact us. We can tell you based on registration and past experience how likely it is that you'll get enough support.
Some publishers will be represented, and some game designers have self-published their games, but no publishers have arranged yet to be there specifically to look at designs. If any of them do, we will add them to the main page.
So far these publishers will be represented:
Mike Petty Games
Motor City Gamesworks
This event is not making a profit! There are a lot of expenses to put on an event like this. Games 4 Life is normally not open on Sunday. Jon opens the shop just for this event. Badge sales help cover operating expenses, food, and prize support. Additional expenses are covered by Mike Petty Games and Games 4 Life as sponsors. Some publishers dontated games for prizes. The goal is not to make a profit, but to host an affordable, valuable experience for everyone.