IGDC 2026, Chennai
28 and 29 October

Test your game

How games feel.Measured by bots84 games measured

Kheeladi’s bots played 84 games and measured how each one feels: how far your chances swing, how late the winner is known, how much your choices matter.

Set one game beside another

Each dot is where a game sits among the 84 measured. Point at one for its number.

Ludo4 players · about 47 min with botsTeen Patti4 players · about 7 min with bots
SuspenseHow far your chances swing between two moments, before the end.
5111
TwistsHow often the real favourite changes hands, an upset at the end included.
8322
Near missHow much of a chance the eventual losers still had in the last third.
5888
Decided lateThe share of all uncertainty about the result that resolves in the last third.
3899
AgencyHow much your own choice moves your chance, per decision.
2062
Bluff tensionThe gap between what players believe and the truth.
063
Skill paysHow much a stronger player gains, as a share of the gap to always winning.
1971

Each dot is where a game sits among the 84 games measured: further right means more of that feeling than most games. Numbers on the right are those percentiles. Measured by bot simulation: 60 games per measure at the game’s usual player count, between casual players.

What players say

Beside what the bots measure: what people have written about these games in reviews, articles and app stores.

TraditionNostalgia, festivals and family play.
9/105/5
LuckHow much chance decides the result.
8/103/5
InteractionHow much players affect each other.
8/10–
Table talkLaughter, banter and a social occasion.
8/103/5
ControlWhether your own choices shape what happens.
6/10–
LearningHow easy it is to learn and to play with anyone.
6/10–

Each dot is the average leaning of the sources that speak to a feeling, between the words at either end; numbers on the right are how many of the game’s sources do. A feeling shows only when at least three sources mention it. Read from public reviews, articles and app-store pages and scored by AI; this is not a survey.

Show as a table
MeasureLudoTeen Patti
Suspense8.8 points (percentile 51)5.6 points (percentile 11)
Twists1.23 per game (percentile 83)0.55 per game (percentile 22)
Near miss0.53× a fair chance (percentile 58)0.77× a fair chance (percentile 88)
Decided late59% (percentile 38)96% (percentile 99)
Agency0.6 points (percentile 20)2.0 points (percentile 62)
Bluff tension0.0 points (percentile 0)5.0 points (percentile 63)
Skill pays9% (percentile 19)61% (percentile 71)
What players say (public reviews, articles and app-store pages, read and scored by AI; not a survey)
FeelingLudoTeen Patti
Traditionnostalgic (+1.4 of ±2, 9 of 10 sources)nostalgic (+1.4 of ±2, 5 of 5 sources)
Lucklots of luck (+1.4 of ±2, 8 of 10 sources)lots of luck (+1.0 of ±2, 3 of 5 sources)
Interactioninteractive (+1.0 of ±2, 8 of 10 sources)not enough said
Table talkloud and social (+1.4 of ±2, 8 of 10 sources)loud and social (+1.0 of ±2, 3 of 5 sources)
Controlyour choices matter (+0.7 of ±2, 6 of 10 sources)not enough said
Learningeasy to learn (+1.2 of ±2, 6 of 10 sources)not enough said
Tensiontense (+1.0 of ±2, 5 of 10 sources)not enough said
Fairnessfeels unfair (-0.8 of ±2, 4 of 10 sources)not enough said
Paceslow (-0.3 of ±2, 3 of 10 sources)not enough said
Risknot enough saidpush your luck (+1.3 of ±2, 3 of 5 sources)
Replayone more game (+0.3 of ±2, 3 of 10 sources)not enough said
Varietydifferent every time (+0.3 of ±2, 3 of 10 sources)not enough said

Measured, not felt

Each number comes from 60 games between casual bots at the game’s usual player count. It models a casual table, and says nothing about theme, art or table talk.

Do bots and players agree?

On two things, so far: games players call bluffy show more bluff tension at the bots’ table, and games that run long with bots are the ones players call slow. Of eleven links registered before reading any reviews, the other nine did not hold, so the Atlas is growing towards 2,000 games.

Why a designer cares

When you test a game in KAGS, its fingerprint sits among these. If you want a game that is decided late with comebacks, like UNO, or one where every choice counts, like Onitama, you can see which way your rules push it.