![]() In fact its publisher, Chillingo, contacted me to see if there were possibilities to put an Angry Bird in Toki Tori to raise awareness of their game. To give you an example: when Angry Birds released back in 2009, its initial success was quite limited. In fact, I think a lot of those successes are based on luck as well. It definitely helps you build awareness.įinding the next Angry Birds or Temple Run or whatever is of course the holy grail. I believe we sent out more than 7000 beta keys for Toki Tori 2+. Added bonus: you can potentially reach a lot of people, even before your game is released. We ask for feedback and suggestions as well. We boot the game with that recording file and can watch them play the game! Furthermore since we couldn't watch them play, we asked them about their experiences. Once the player is finished, they send us their recording file. We built an internal recording system that saves the gamestate, RNG seeds and captures all the input. ![]() Basically we gave them a beta version of Toki Tori 2 (obviously be careful not to give away too much!) and asked them if they would play a certain part of the game. Of course playtesting at your office is not always possible, that's why we asked if people would be part of the Toki Tori 2 development beta. Are they happy? Thrilled? Sad? Frustrated? We changed a ton of things in Toki Tori 2+ just based on feedback we got from playsessions here at the office. Not only can we watch how they solve the puzzles, we also watch their expression on their faces. We often invite people over to our office and we record their playsessions. Once you decide in which direction you want to go, playtesting your WIP game really helps to determine if you're still heading in the right direction. I think it is very important to make a game that you would enjoy yourself as well. Most designers here don't like those type of games. That's why, most probably, we haven't made a FPS or an RTS. We don't playtest genres to test which genre we should develop for: we simply make games that we feel are fun to play. So here is where I need advice from you guys, how do you play test certain genre of games? How to reach the right audience for it? Because I believe especially for inexperienced indie game developers like me, play testing really helps improve a game. I hope its not offensive to plug it here, in case you were interested. But I also noticed there is a huge number of people who ignored the game. I made an alpha version and posted on newgrounds, it received very good comments from people who are able to play it and enjoyed it. Mine is definitely targeted towards better gamers (who are okay with controls tougher than very casual games, loves to experiment, love puzzles etc.) To be blunt, it breaks my confidence often that I will be able to release at least semi-decent games some day. ![]() I find it very frustrating to reach the right audience for playtesting, everyone around me plays/likes only super casual games like temple run, angry birds, fruit ninja etc. I quit my day job just a week ago, and trying to make a living as an indie developer.
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