Looking for new players to test Sunderborn, a logic puzzle game.As a thank-you, we may send a Steam key to the first 10 especially active testers who provide detailed feedback …
Turning playtester feedback into actionable tasks is always a challenge for developers. I usually suggest grouping comments by mechanic to see where the real friction lies. If you need a …
Hi everyone! I’m looking for playtesters for The Dude: Adventure, a small browser-based puzzle platformer with colorful voxel graphics. Play it here:https://grom-games.art/game/dude/ The controls are simple: Arrow keys — move …
I'd probably use a lightweight "Report an Issue" button that's always available in the pause menu or after a level. Tapping it could automatically capture the current level, device info, …
That's a good point. Community playtesting is often the best option for solo developers because it provides diverse feedback at little cost. I still think there's value in structured testing …
That helps clarify the distinction. For a solo developer, paid playtesting competes with many other uses of a very limited budget, while feedback from players who chose the game themselves …
ecpm_insights wrote: The paid-testing point may be the more relevant problem. If you were paying for outside playtesting, what would you expect to receive: a recorded session with timestamps and …
I actually haven't paid for professional playtesting yet, so I can't speak from firsthand experience. If I were budgeting for it, I'd be looking for actionable insights rather than just …
The combination of a recorded session and a prioritized report is starting to sound like the most useful deliverable. Have you paid for playtesting before? If so, what did you …
Thanks to both of you for the detailed perspectives. One thing I'm taking away is that, for solo developers, the real value isn't expecting players to produce perfectly documented bug …
Thanks for laying that out. The 95/5 split is useful because it explains something I was probably overestimating: for a solo developer, there often isn’t enough external feedback volume for …
ecpm_insights wrote: I’m interested in how other solo developers... handle this in practice. I'm solo. I did a 5+ calendar year modding project of the venerable 4X game Sid Meier's …
frob wrote: An in-game reporting button that submits the forms can help with a lot of that. It can capture all the information about the build, the machine, a screen …
Josh Klint wrote: With playtesters, I would not listen to anything they say. I would only watch them play the game. I agree that observation often reveals more than direct …
ecpm_insights wrote: That distinction is useful. It sounds like the reporting side is already fairly well solved when the game can capture build, machine, screenshot and state automatically. The harder …
ecpm_insights wrote: That distinction is useful. It sounds like the reporting side is already fairly well solved when the game can capture build, machine, screenshot and state automatically. The harder …
That distinction is useful. It sounds like the reporting side is already fairly well solved when the game can capture build, machine, screenshot and state automatically. The harder part is …
One thing that has helped me is separating raw feedback from actionable issues. I let testers describe the problem in their own words first, then I convert it into a …
An in-game reporting button that submits the forms can help with a lot of that. It can capture all the information about the build, the machine, a screen grab, and …
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