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Lessons from testing Park it at All Costs! on Crazy Games before moving to Steam & Android
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Hey everyone! We recently put our puzzle game Park it at All Costs! through a Basic Launch test on Crazy Games to gather some data before heading to Steam and Android.
We thought it might be useful to share what we learned about using Crazy Games as a testing ground, in case others here are considering it:
What we saw from ~2 weeks of testing:
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🚗 1,000+ plays → enough for some meaningful data
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⏱️ Avg. playtime ~5 minutes → better than the 2–4 min we expected for casual web
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⭐ Player rating: 8.6/10 → strong validation of the core loop
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❌ Weak retention (D7 < 1%) → players liked it, but didn’t come back long-term
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⏳ Loading ~14s → probably hurt retention too
Takeaways for us:
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Crazy Games is great for quick playtest exposure. Even without promotion, we got 1k players.
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It’s solid for validating core fun (playtime & ratings), but weak retention = the algorithm won’t keep pushing the game.
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Next time, we’d prepare at least one retention mechanic (daily challenge, unlock system, etc.) before testing.
👉 Now we’re moving on to Steam (where wishlists are already growing) and Android preregistrations. This web test gave us the confidence that the game is fun enough to bring to those platforms.
If anyone’s curious, here are the store pages (no pressure, just for reference):
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https://store.steampowered.com/app/3958150/Park_it_at_All_Costs/
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https://play.google.com/store/apps/details?id=com.northshorepress.parkitatallcosts
Happy to answer questions about Crazy Games’ process or share more details if it helps someone else decide whether to try it.