How casino tests minigames ahead of release
A minigame is a short scene of 10-25 seconds with one decision and a quick response. To prevent such an episode from "breaking" the product, before the release of the casino, there are five verification circuits: mathematics, honesty, UX, reliability, compliance. Below is a practical guide to what and how to test.
1) Math: RTP and volatility simulations
Objective: to confirm theoretical parameters and dispersion bounds.
How we do:- Monte Carlo ≥ 10 ^ 8 rounds on a server simulator with a fixed seat; compare'RTP _ actual'with'RTP _ theor' (tolerance, for example, ± 0.2 pp).
- Dispersion and tails: build P&L distributions for 1, 10, 100 episodes; estimate the probability of "dry streaks" and "peaks."
- Caps and limits: we check the triggering for cohorts (beginner/regulator/VIP).
- EV "pick up/continue": math neutral; there are no hidden penalties when "picking up."
- Regression sets: run any edits to the odds tables with the same side sets - the values must match bit-to-bit.
Artifacts: simulation report (graphs, quantile tables), diff to theory, list of "red zones."
2) Honesty and RNG
Objective: provable unbiased outcomes.
How we do:- Server authority: the server calculates the outcome; the client is just a visual.
- Commit-reveal: publish the sid hash before the period and reveal after (in the help). We check for matches.
- VRF (where applicable): contract/service returns result with proof; validation on the backend.
- Immutability: versions of odds tables and seed policies are entered into config control; "no hot swap" check.
- Determinism of replays: by sid + input mini-game reproducible 1:1.
Artifacts: honesty protocol, commit/disclosure logs, verification script.
3) UX and availability
Goal: fast feedback without cognitive overload.
Tests:- TTF: time from tap to response 200-500 ms; key animation 0.4-0.8 s; episode 10-25 s.
- "One screen - one rule": a rule ≤ 15 words + an icon; usability sessions on mobile (right-handed/left-handed).
- Accessibility: fonts, contrast, color blindness mode, subtitles, one-handed operation; localization of long languages.
- Telemetry: Start/End/Drop-off events are written correctly; heatmap clicks.
- Negative scenarios: loss of focus, offline, repeated tap, cancellation.
Artifacts: UX protocol, video sessions, list of problems by priority.
4) Reliability: performance, latency, fault tolerance
Purpose: The minigame is stable under real load and network.
Tests:- Load: simulation of peaks (x3 from planned DAU) with geo distribution; CPU/RAM/GC/latency.
- Network: 3G/high jitter/loss; check timers and "guard windows" at deadlines.
- Client performance: 60 fps on target devices; cold start <3-5 s; assets <2-5 MB.
- Failover: restart services, database/cache dump; round return/repeat rules; idempotency of payments.
- Logs and alerts: correct metrics, tracing, SLO dashboards (for example, 99th percentile of TTF).
Artifacts: load test report, degradation checklist and incident actions.
5) Safety and anti-fraud
Purpose: Protecting the economy and a fair environment.
Tests:- Client: anti-tamper, resource spoofing, overlay injections, taci emulation.
- Bots and macros: headless patterns, unrealistic timings; captch/sanction trigger.
- Collusion and multi-pack: device-fp, velocity-limits, restrictions on elastic-windows.
- Transactions: Idempotence, re-award protection (nonce/TTL).
- Live layer: anti-sniping (closing the window in t = − 200-0 ms server time).
Artifacts: pentest/bugbounty report, list of signatures and thresholds.
6) Compliance and legal cleanliness
Purpose: compliance with the norms of jurisdictions and principles of responsible play.
We check:- Disclosures: RTP range, probability classes/ranges, caps, deadlines, dispute order.
- Age/geo: access filters, warning texts.
- KYC/AML: triggers for large prizes/outputs; logging by regulator terms.
- Marketing: no promises of "guaranteed earnings"; correct screenshots/texts.
- Privacy: minimizing data, cookie/telemetry policies, retention deadlines.
Artifacts: Audit checklist, formalized policies/FAQ "How it works."
7) Soft lunch and A/B
Goal: It is safe to confirm hypotheses on real players.
How we do:- Geo/sandbox audiences: 1-3% traffic or small country.
- A/B parameters: trigger frequency, animation length, pick-up/continue force, mouthguards.
- Retention uplift (D1/D7) ≥ the target (for example, + 3-5%).
- Complaint/Fraud Rate threshold ≤.
- Tolerance RTP_fakt TTF/Drop-off in the green zone.
- Rollback: one touch of the flag, preservation of the economy and logs.
Artifacts: soft lunch report, scaling/rebalancing solutions.
8) "ready to release" metrics
RTP/Volatility: Actual within tolerances there are no "holes" in the tails.
Honesty: commit-reveal/VRF checks passed, replays determined.
UX: TTF ≤ 500 ms, scene ≤ 25 s, availability, single screen rule.
Reliability: 99th percentile TTF/latency in SLA; fault tolerance confirmed.
Security/anti-fraud: signatures and limits are enabled, incidents are closed.
Compliance: all disclosures/policies/filters are active.
Soft lunch: metrics achieved, complaints normal, release plan approved.
9) Turnkey test checklist
1. Simulations of 10 ^ 8 + rounds, RTP report/volatility/quantiles.
2. RNG-honesty: commits/disclosures, VRF-validations, replays.
3. UX measurements: TTF/animations, availability, negative scenarios.
4. Load/network: peak DAU, degradation, failover plan.
5. Safety: pentest, antibot/anticollusion, idempotency.
6. Compliance: disclosures, age/geo, KYC/AML, privacy.
7. Telemetry: events, dashboards, alerts; SLA incidents.
8. Soft lunch/A/B: hypotheses, thresholds, rollback plan.
9. Housekeeper review: caps by cohort, honest "pick up," budget of the season.
10. Release solution: protocol with signatures of feature owners.
10) Typical mistakes and how to avoid them
Black box of probabilities. The cure: the How It Works screen, the odds classes, the commits.
Long scenes (> 30 s). Cure: 10-25 s, accelerate animations, phases.
Unclosed idempotency of payments. Cure: nonce/TTL/status check before reissue.
Weak network tests. Cure: 3G/jitter/loss/offline wrestler scenarios.
Late antifraud. Medication: signatures/captchas from day one; soft lunch observation.
There is no rollback plan. Medicine: checkbox feature, migration without destroying the state.
11) Example of one-pager structure
Summary: minigame goal, key risks, solution (Go/No-Go).
Math: RTP fact/theor, variance, tails, caps.
Honesty: protocol, hash/log links, VRF-proof.
UX: TTF/scene/availability, usability finds and fixes.
Reliability: load, network, failover results.
Safety: found/closed, open risks.
Compliance: checklist, policy links/FAQs.
Soft lunch: A/B totals, metrics, complaints.
Release plan: date, monitoring, alerts, responsible.
12) Player tips (responsibly)
Play short sets (5-10 minutes), read the rules and caps.
The Pick Up Now button is a safe strategy for fatigue/limited time.
Look for How It Works and event history is a sign of an honest product.
Report anomalies - it helps keep the game fair.
Bottom line. A reliable release of a mini-game is not a successful build, but a system of checks: mathematics simulations, proven RNG honesty, fast and affordable UX, load resistance, closed vulnerabilities and compliance. Add a soft lunch with A/B and clear "ready" criteria - and the mini-game will delight players without breaking the economy and brand credibility.