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Importance of playtesting in game design

Logic Simplified

One vital approach used during game development is playtesting. So, what is playtesting and how is it an essential part of game development? What is a playtest? A playtest is a method to see what works in terms of gameplay mechanics. Let’s find out. Here, the testers look out for the basic flaws in the game.

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BitCake Studio builds online multiplayer game Atomic Picnic completely remote

PreMortem.Games

Everyone must be online from 14h to 18h on Discord because this is ‘when things get done’ and we can all do brainstorms, playtests and all that.” She drew a lot of the first concept art for the main characters. According to Lamhut the team explored several concepts before settling on Roguelites. says Lamhut laughing.

Studios 104
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Solo dev Almar works on debut game Repunk “I’ve had some darker moments”

PreMortem.Games

I usually start with a location or concept from which I build a ‘mind map’. But the process doesn’t end there, and usually I keep discovering things that make me go back and forth and iterate, playtest, iterate, refine, playtest, iterate… I definitely recommend getting feedback from external playtesters at each step.” “I

Dev 158
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Why Gamification Makes Everything Else More Fun

Brand Game Development

The concept is simple: through gamification, you take the elements we associate with games – point scoring, competition, rules – and apply them to something else. Businesses have fallen in love with this concept because they’ve found that gamification works wonders for motivating people.

UX 130
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To Hell and back with Solium Infernum by League of Geeks

PreMortem.Games

That concept had been floating around the studio since 2017. Working closely with the community in various playtests over the years and even right now in the lead up to launch gives you a very solid idea of where your game is failing to communicate important concepts. One was an easy choice, Jumplight Odyssey.

Studios 143
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Introducing: Yomi 2

Sirlin

Now, Yomi 2 is a re-imagining of that fighting-card-game concept. These are updated pretty often based on feedback and playtesting from patrons. For the last four and a half years, I've been working on a sequel to Yomi. Yomi was "a fighting game in card form" that I made before making the actual fighting game Fantasy Strike.

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Theme vs. Mechanics

Brand Game Development

Now that we’ve accepted that theme and mechanics are imaginary, abstract concepts, let’s put them to use. Through playtesting, you can answer the question “do the mechanics suit the theme?”. There is no hard-and-fast line that splits mechanics and theme. They’re two opposite ends of a continuing spectrum of detail.

Mechanics 100