Reply in: Looking for playtesters — Sunderborn (logic puzzle, first 15–20 minutes)
Hey man Im new to this whole game design and developing so Id be more than happy to test out your game and all just to see what others have …
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Hey man Im new to this whole game design and developing so Id be more than happy to test out your game and all just to see what others have …
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 …
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 …
That makes sense. The distinction between a bug list and a report that explains where the player struggled is useful. Thanks for clarifying.
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 …
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