Note that this works only for mechanics-heavy games. But your core gameplay loop should be done by now, and you should see the players engaging with it and enjoying it. One, are the players having fun? Sure, at this point of the development your game is probably quite buggy, doesn’t look the way you imagine it to look, and is generally rough around the edges. There are three important questions that early playtests answer. We wanted to be 100% sure that what we consider hard is truly hard …or see people effortlessly beat the playtest build, revealing we suck at video games.īefore we get to the actual story, a short explanation of what I mean by “you should playtest your game as early as it makes sense”. at a level we had trouble beating ourselves. We knew that but we still kept the test build’s difficulty high, i.e. So, if a game is hard for the creator, it’s usually twice as hard for the players …until the playtests show this and everything is properly re-balanced for the final release. Game developers have this natural tendency to make their game on the hard side, because they know all of its systems inside out, and play it daily. Witchfire is supposed to be a challenging game but we’re making it for so long now that we cannot be objective about its difficulty. We still have a lot of work ahead of us, but for now we wanted the answer to one important question: is the difficulty right? We simply believe you should playtest your game as early as it makes sense. We invited a couple of industry friends – easier this way, they know what a work-in-progress build is and won’t be distracted by missing textures or placeholders sounds – to our studio to play the game for an hour or two.ĭoes this mean we’re nearing the end of the development? No. A few days ago, we held the very first playtest of Witchfire.
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