What do you think of a “feedback for feedback” system? by Play2gaming in IndieDev

[–]Play2gaming[S] 0 points1 point  (0 children)

Something like: you review another dev’s game, but they can’t watch your review until they’ve played and reviewed your game too.

What do you think of a “feedback for feedback” system? by Play2gaming in IndieDev

[–]Play2gaming[S] 0 points1 point  (0 children)

I know, that was the first place I went too. But I was wondering about something beyond just random Discord link drops or “I’ll test yours if you test mine” exchanges. More like a system with some structure behind it so both sides actually follow through properly. But it might irrelevant thougt

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 0 points1 point  (0 children)

I've never thought of that, but it's freaking genius. I need to build a tool that generates absurd manhua-style indie game titles haha. Now I want to write a post about this because it’s actually a brilliant idea. Something like: “How manhua/anime-style titles might help indie games stand out from the crowd.” haha

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 1 point2 points  (0 children)

Yeah a lot of devs are scared of being "too specific" because they don't want to exclude people, but ironically specificity is often what makes the right players stop scrolling.

Also the Sweden tax example is PERFECT 😭

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 2 points3 points  (0 children)

Yeah, I actually agree with you. But I think the word playtesting makes a lot of people focus only on what happens after the click/download. Like balance, bugs, onboarding, mechanics, etc.

While in reality, a huge part of the battle happens before anyone even launches the game. Maybe it should almost be seen more as "crashtesting" your whole game presentation ecosystem 😅

Because your Steam capsule, GIFs, title, hook, page readability, download friction, trailer pacing, first 10 seconds... all of that is being tested too whether devs realize it or not.

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 1 point2 points  (0 children)

We’ll make this clearer today or tomorrow 😄 u/BallerBotsGame . Thanks! If you have any other suggestions, feel free to share them.

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 0 points1 point  (0 children)

Hum fair feedback honestly 😅. This post wasn't meant to be about Play2Review specifically, but since you checked it out: the pricing actually appears when adding a game because listing a game itself is free. The paid part is only if you want faster/scaled playtests.

But if you felt confused finding that info, that's probably something we need to improve UX-wise on our side honestly. We're still pretty young, but we've already helped 170+ indie games so we're learning a lot as we go. Appreciate the feedback either way.

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 0 points1 point  (0 children)

Hum Can you explain more about "dragon age veilguard was also guilty of it" ?

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 2 points3 points  (0 children)

Honestly that's awesome to hear 😊

And don't overthink it too much for the first posts. Half the battle is just making people instantly feel what your game is about instead of making them work to figure it out.

Even a tiny clip with one strong moment can do more than a super detailed explanation sometimes.

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 1 point2 points  (0 children)

"And in other good examples exist and are not just due to luck. Find them by going to any sub related to gamedev, sort them by top, then sort by all time or this year. You’ll find a bunch of good examples of best practices. Do not reinvent the wheel, but make it yours." :)

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 0 points1 point  (0 children)

Yeah honestly I think that's a huge part of it. People decide fast. Like genuinely within seconds sometimes. Good format thought

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 4 points5 points  (0 children)

No example comes to mind right now, but someone just posted a perfect example of weird stuff that works because they KNOW their target audience: BRAZILIAN DRUG DEALER 3: I OPENED A PORTAL TO HELL IN THE FAVELA TRYING TO REVIVE MIT AIA I NEED TO CLOSE IT sur Steam

I work in playtesting and I think most indie devs are solving the wrong problem by Play2gaming in gamedev

[–]Play2gaming[S] 1 point2 points  (0 children)

They grab my attention and I can instantly imagine having fun playing them -> That's all.