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Google Play Console Closed Test 12 Users 14 Days | Why the Game Turned Over a New Leaf | Quirky Ball

To start with the conclusion,

the hardest part of the Google Play closed test was

not making the game,

 

but gathering 12 Android users.

 

I thought it would be over quickly if I asked family and friends.

 

However, there were more iPhone users than I thought,

and even if they had an Android phone, asking them to maintain test participation status for 14 days

was not a favor I could easily bring up.

 

Quirky Ball closed test build replaced multiple times over 14 days

 

12 users were filled through the 'SmallDev Feedback Hub'.

There was a clear limit with just acquaintances.

 

So SmallDev Feedback Hub was used,

and eventually, we were able to gather more than 12 users.

(Not an ad, an app for recruiting Korean-only Google testers)

 

Google's official condition for individual developer accounts is

that at least 12 users participate in closed testing for 14 consecutive days

before applying for production access.

 

Google Play Official Closed Test Guide

 

App testing requirements for new individual developer accounts - Play Console Help

Was this helpful? How can we improve it? Yes No

support.google.com

 

That is how the numbers were met.

 

However, what changed the game was not a number like 12

but the persistent feedback from close acquaintances with Android phones.

 


 

The game was completely transformed over 14 days.

If you put the first build

and the last build side by side,

 

it is embarrassing to even call them the same game.

 

So starting from the opening,

growth choices, reward presentations, profile, and shop,

I kept fixing them in the exact order players experience them.

 

Quirky Ball opening scene refined again during the test period

 

It was not a one-time fix.

 

New builds were uploaded on the same day,

feedback was received again,

and another replacement was made a few hours later.

 

Screens changed over 14 days from growth selection, roulette, profile, to shop

 

Vibe coding

made the fixing speed fast,

but what needed to be fixed was ultimately

 

told by someone with rich experience

who had gone through decades of time.

 

Even I, who had done QA for a long time,

was blinded much more easily in front of the game I made.

 


 

Ultimately, the important thing was not the number of people.

12 users were just the passing condition.

 

However, one or two people who clicked enthusiastically

and pointed out weird parts directly

actually raised the completion level of the game.

 

Currently, Quirky Ball has finished the 14 day test

and applied for production access.

 

 

It is not approved yet.

 

Still, if these 14 days had not existed,

I would likely have believed a much less polished game was the finished version

and released it as is.

 

The Google platform is now ready.

It is enough to release it according to the business launch date.