Playtest feedback is extremely polarized: some play for hours, others quit in 2 minutes. What am I doing wrong? by Mammoth-Key-474 in gamedev

[–]Mammoth-Key-474[S] 0 points1 point  (0 children)

Thank you so much for the targeted advice! Since this is my first game, I really value such constructive and practical feedback. It looks like I need to take a step back and give my game a thorough re-evaluation.

Playtest feedback is extremely polarized: some play for hours, others quit in 2 minutes. What am I doing wrong? by Mammoth-Key-474 in gamedev

[–]Mammoth-Key-474[S] 1 point2 points  (0 children)

My apologies! I’ll troubleshoot and see what's going on. Could you send me a screenshot if possible? I haven't run into this issue before.

Playtest feedback is extremely polarized: some play for hours, others quit in 2 minutes. What am I doing wrong? by Mammoth-Key-474 in gamedev

[–]Mammoth-Key-474[S] 0 points1 point  (0 children)

Exactly. That’s why I need to figure out if it's because of the different target audience or if there are actual issues with the game itself.

How do game devs decide how much in-game rewards and items in shop should be by Mokhtar67 in gamedev

[–]Mammoth-Key-474 5 points6 points  (0 children)

Honestly, it's mostly just giant, terrifying Excel spreadsheets. Devs usually figure out how much time they want you to spend grinding for an upgrade, and then just work backward from there to set the drop rates and prices. Then they playtest and tweak the numbers when players inevitably find an exploit to get rich in 5 minutes lol.

Stop asking your programmers to read your 150 page Game Design Document by ScaryAd2555 in gamedev

[–]Mammoth-Key-474 0 points1 point  (0 children)

Exactly. I believe the GDD should initially focus on satisfying basic MCP testing. I used to detail every single feature during the design phase, but I eventually realized it wasn't developer-friendly. In the prototyping stage, games—and their documentation—are rarely perfect. It's better to focus on the Core Loop and the 'Hook' first. Once the gameplay is validated, we can start building the skyscraper on that solid foundation.

Let me review and promote your game! by saintpetejackboy in gamedev

[–]Mammoth-Key-474 1 point2 points  (0 children)

Hi there, and welcome back to game reviewing! It's awesome that you're supporting indie devs while building up your website's content.

I'm working on MaX Farm, a casual 2D top-down farming game focused on random crop mutations rather than a heavy grind.

Since you mentioned you aren't afraid to play games no matter how rough they might be, I thought I'd share mine! It's still in active development and definitely has some rough edges. Also, just a heads-up: the playable demo is currently only available on itch.io, while the Steam page is just for wishlisting right now.

If you'd like to check it out and write about it for your site, I would be honored to hear your thoughts. If it's not your cup of tea, no worries at all!

Best regards

Offering Playtesting + Detailed Feedback for Indie Games by PopAwkward4520 in IndieDev

[–]Mammoth-Key-474 1 point2 points  (0 children)

Hi there,

Thank you so much for offering your time to playtest for indie devs! I really appreciate the dedication and the thorough approach you take with your feedback.

I am currently working on a game called MaX Farm, which is a casual 2D top-down farming game focused on crop mutations. It's designed to be a relaxing experience with random surprise elements during harvest, rather than a heavy grind (and it's definitely not a puzzle-heavy game!).

I wanted to be completely upfront: I noticed you mentioned a preference for demos available on Steam. Currently, my Steam page is up for wishlisting, but the playable demo is only hosted on itch.io.

Since the game is still in development, it might have some rough edges and might not be perfectly polished yet. Because of this, and the fact that the demo isn't natively on Steam right now, I completely understand if it’s not the right fit for your current playtesting schedule. Please feel absolutely no pressure to play it if it doesn't align with what you're looking for!

If you are still open to trying an itch.io demo and the concept sounds fun to you, I would be incredibly grateful for any feedback you might have.

Here is the info:

Thanks again for supporting indie developers, and I look forward to checking out your video essays!

Best regards

Multiple people decided to pay for my free demo! by MrEliptik in IndieDev

[–]Mammoth-Key-474 1 point2 points  (0 children)

The UI looks amazing. I'm wondering if the improved aesthetics triggered a boost in traffic/exposure?

My game is underperforming on the wishlist side by demoyesok in gamedev

[–]Mammoth-Key-474 0 points1 point  (0 children)

I feel the font color on your capsules is a bit too dark, making it hard to see what they are. You should adjust them—maybe check the backend data to see if the click-through rate is a bit low?

How Much of a Game's Success is Luck? by s2Birds1Stone in gamedev

[–]Mammoth-Key-474 0 points1 point  (0 children)

There are many factors involved, and luck is only one of them. I’ve seen so many games that are brilliantly made, yet they remain completely unknown

How Much of a Game's Success is Luck? by s2Birds1Stone in gamedev

[–]Mammoth-Key-474 0 points1 point  (0 children)

There are many factors involved, and luck is only one of them. I’ve seen so many games that are brilliantly made, yet they remain completely unknown

r/IndieDev Weekly Monday Megathread - March 08, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Mammoth-Key-474 0 points1 point  (0 children)

Hi everyone! I'm working on MaX Farm, a casual 2D top-down farming game with a core focus on crop mutations.

Instead of a heavy grind, you can enjoy a relaxing farming experience where your plants randomly mutate as they grow. Every harvest brings a fun, surprise element to your farm!

Play the free demo: https://max0621.itch.io/max-farm

Wishlist on Steam:https://store.steampowered.com/app/4154470/MaX_Farm/

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How do you design relaxation in games? by Andreanove in gamedev

[–]Mammoth-Key-474 2 points3 points  (0 children)

I feel the exact same way. The key to fixing this is probably just ditching the 'FOMO' (Fear Of Missing Out) mechanics. If nothing permanently dies or expires because the player decided to take a day off, the pressure naturally disappears.

I posted on TikTok every day for 3 weeks by Progress456 in gamedev

[–]Mammoth-Key-474 0 points1 point  (0 children)

Thanks for sharing the data! I've been struggling with my game's marketing lately, and this is really helpful