You are about to spend a year of your life on a game idea, and the useful second opinion is not the one that agrees with you. So this one is built to disagree, and to show its working when it does.
A GameDNA is a structured genome: what a game is, how it plays, who it is for, how it earns. Every game we track has one, and so does your concept the moment you describe it. Almost everything else on this page is downstream of that one decision.
A novel concept still has coordinates, so it can be placed among real games even with no obvious rivals.
It is the set nearest your genome on your platform, and it is what the market half of your score reads from.
If a game you named sits nowhere near yours once both are decomposed, you find out before you build towards it.
What the studio says it is
A co-op deckbuilding trading game with deep runs
Store page, tags, description, trailer
What players said it turned out to be
A great launch week with nothing to come back for
The full timestamped review stream
What the market actually paid for
Sold hard for three weeks, then stopped
Outcome, sentiment and revenue signals
Let a model reason freely over raw signal and you get answers that are fluent, confident and wrong. That is the one thing we could not ship. So the two jobs are split, and they never swap.
Produces the claim
Computes every score from the evidence actually present, sets the band it may ship in, and drops any market input the neighbourhood cannot support.
Narrates what already passed
Writes the sentence around a number it did not choose, at temperature zero, and is discarded whole if it says anything the evidence does not allow.
A claim may never climb higher than the evidence under it allows. That rule runs in the arithmetic, before a sentence exists.
Sales stay ranges rather than facts, because nobody publishes them. A thin neighbourhood is told it is thin rather than quietly averaged over. And the band travels with the finding, so you always know which one you are reading.
Not a paragraph of advice. One object, broken into the same five questions every time, with the evidence behind each one attached to it. Closer to a credit score than to a chat.
You supply most of the evidence, and it is graded on how good it is. The rest is read off what actually happened to games like yours, and those readings land in the number either way. A few of them:
Ask a model why a game failed and you get a story: plausible, well written, and different next week. Causation here is too tangled to recover from text alone.
The argument is above. These are the objections it gets. For the method itself, see how the scoring works.
A paragraph is enough to start. Score it free, see what the market did to games like it, then strengthen it in Gameloom and carry the evidence through to launch.