Remove Alpha Remove Build Remove Playtesting
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7 Odd Roadblocks Rookies Face In The Stages Of Game Development

Big Games

It’s the phase where anticipation builds up for the game’s grand entrance. Neglecting thorough testing can leave a game unready, even for an Alpha release. Playtesters are vital in finding bugs, glitches, and potential issues. Developers may produce a hype video showcasing cinematics and gameplay.

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Gameplay Testing: What Is It and How Does It Work? 

iXie gaming

Gameplay testing , also called playtesting, is the process of having testers play a game to identify issues, collect feedback, and enhance its quality before official release. Its dimensions, from functional and gameplay crowd-testing to competitor evaluations, help developers build games that meet the market requirements.

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Rebalancing Cogmind

Grid Sage Games

The first part of this so-called “Great Utility Update” began during Alpha 12 with a few fundamental mechanical changes, but since then the project remained on the to-do list until 1) even more content was added to the game, and 2) we collected more info about what items people were and were not using, and why.

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“Post-Balance” Cogmind Item Expansion

Grid Sage Games

Some individual items take days or even weeks to build. items” that was chosen back during alpha when it was first created. Although introduced in pre-alpha as a potential balance mechanism, this was only ever used for one item (Dirty Datajack!), They’re that crazy. Sample ASCII art from among the 100 new items.

Balance 52
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Garrisons 2.0

Grid Sage Games

Garrisons were originally added to Cogmind in the months after the first Alpha release in 2015 (see an overview here ) as an optional location for players to visit, adding a unique extra dimension to the world to answer the question “what if I infiltrate these things where many enemy squads come from?”

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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

As we are still in early alpha, that may change in the future though. This approach allowed them to create a compelling gameplay loop and build a captivating story around it. “Talk with the players and do lots of playtesting. The dark sci-fi setting combined with mutated creatures creates a chilling atmosphere.

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Year 10 of the Cogmind

Grid Sage Games

One of the things I’ve been focusing on a bit more in recent years is a revival of the greater game:non-game work ratio that Cogmind enjoyed in its early years when I was less interested in promoting it and more interesting in just building cool stuff. The first three years there are Alpha, followed by Beta.

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