When to use this playbook
| Use it when | Skip it when |
|---|---|
| You have a game concept but haven’t committed to development | The game is already built — use ASO to optimize the listing |
| You want to validate mechanics / art / features with real players | You only need to test marketing assets |
| You can describe scenarios or show concept art | You have nothing concrete to show or describe yet |
Audience targeting. These polls target mobile gamers (
mobileyes) aged 25–44 and report by
age and gender. Adjust to your game’s actual target players. Use
list_available_targeting for options.The sequence
Competitive research
Learn what players love and hate about existing games in your genre, and what would make them
play daily.
Sample size and cost. Defaults to 100 respondents per step for reliable ranking signal on
pre-development decisions (these inform expensive build choices, so the extra confidence is worth
it). On a tighter budget, 50 per step gives directional results. See
sample size guidance.
Run this playbook with an AI agent
Copy prompt for AI
Paste this prompt into Claude, ChatGPT, Cursor, or any AI agent connected to the
PickFu MCP server, CLI,
or REST API. The agent will run the entire loop on your behalf —
creating polls, reading responses, and iterating until a winning variation emerges.
Where AI fits in this playbook. Two places: (1) synthesis — the agent turns the open-ended
competitive research (step 1) into a structured map of player desires, frustrations, and
must-haves that shapes every later step; and (2) creative generation — the agent renders the
art-direction candidates (step 3) with
generate_image, including styles that address the
frustrations surfaced in step 1. The final concept validation (step 5) stays a single one-shot
gate — it’s a go/no-go decision, not a loop, so re-testing it repeatedly just burns budget on a
decision you’ve already made.Step-by-step (human operator view)
1. Competitive research
| Setting | Value |
|---|---|
| Poll type | Multi-question (3 open-ended) |
| Q1 | ”What do you like most about the mobile [GENRE] games you currently play? What keeps you coming back?” |
| Q2 | ”What frustrates you most about current mobile [GENRE] games? What would make you stop playing?” |
| Q3 | ”What kind of gameplay would you expect or want in a mobile [GENRE] game? What features would make you play every day?” |
| Audience | Mobile gamers, 25–44 (report by age + gender) |
| Sample size | 100 |
2. Validate core mechanics
| Setting | Value |
|---|---|
| Poll type | Ranked choice |
| Question | ”In a mobile [GENRE] game, which gameplay scenario would you prefer? Rank from most to least appealing, and explain why your top choice is the most fun.” |
| Options | 3–4 mechanic scenario descriptions (text) |
| Audience | Mobile gamers, 25–44 |
| Sample size | 100 |
3. Choose art direction
| Setting | Value |
|---|---|
| Poll type | Ranked choice |
| Question | ”Which visual style would you prefer for a mobile [GENRE] game? Which style makes you most interested in playing?” |
| Options | 3–6 art-style reference images |
| Audience | Mobile gamers, 25–44 |
| Sample size | 100 |

4. Prioritize features
| Setting | Value |
|---|---|
| Poll type | Ranked choice |
| Question | ”Which of these features would you most want in a mobile [GENRE] game? Rank them from most to least important.” |
| Options | Your candidate features (replace the defaults with your own) |
| Audience | Mobile gamers, 25–44 |
| Sample size | 100 |
5. Validate the overall concept
| Setting | Value |
|---|---|
| Poll type | Star rating |
| Question | ”How likely would you be to download and play this mobile [GENRE] game? What do you like or dislike about the concept?” |
| Options | Concept art as the option; game name + description as context |
| Audience | Mobile gamers, 25–44 |
| Sample size | 100 |
Troubleshooting
My concept scored below 4.0 stars. Should I abandon it?
My concept scored below 4.0 stars. Should I abandon it?
Not necessarily — diagnose first. Cross-reference the step-5 dislikes against your earlier
results. If the mechanic (step 2) and art (step 3) scored well but the concept didn’t, the
problem is usually how they’re combined or communicated, not the parts themselves. Re-pitch with
a sharper description before abandoning.
Players ranked a mechanic I didn't want to build first.
Players ranked a mechanic I didn't want to build first.
That’s the playbook doing its job — it surfaces demand before you’ve sunk cost. Either build
toward what players want, or understand the gap (sometimes the appealing mechanic is a hook and
your intended one is the retention driver). Run a follow-up ranked poll if you need to
disambiguate.
How is this different from the ASO playbook?
How is this different from the ASO playbook?
This validates the concept before development. The
ASO playbook optimizes the store listing once the game exists.
Run this one first; run ASO when you’re preparing to launch.
Related
- Game concept advanced tests & FAQs (help center) — willingness-to-pay, IP validation, world/theme, character-design tests, and common questions
- App store listing optimization — optimize the listing once the game is built
- Best practices for survey design
- MCP server reference
- PickFu CLI
