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Pantaloon helps out indie devs with free resource hub

Game Developer

The publishing hub offers indie teams everything they need to take a crack at self-publishing, from pitch decks to roadmaps and playtest frameworks.

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Playtesting and Record Keeping

Brand Game Development

When you playtest a game, alone or with other people, you’re going to be creating a lot of data. Log every single playtest with the game and make sure your playtest matches with a game version number. First, I discourage the use of BoardGameGeek for playtest record keeping. Who played? What was the outcome?

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Solo dev Patrik Nagy on his game Backrooms Media “No amount of playtesting is ever enough”

PreMortem.Games

No amount of playtesting is ever enough,” he says. “I No amount of playtesting is ever enough. I tried to ensure I heard all the players’ opinions and did many playtests with thousands of players, but there were still flaws at release.” The toll on your mental health can be quite high for a solo dev.

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Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives”

PreMortem.Games

After finishing IHAS, I will start to build a strong team to work on games that are beyond my scope a solo dev.” Playtest early. IHAS will launch on Steam on 21 November The post Solo dev Vladyslav Pidiashenko “I hope IHAS will inspire players to better their lives” appeared first on PreMortem Games.

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Dev Diary: 03/31/17

Brand Game Development

I’ve created a playtesting log and I’ve done 11 tests so far. If you want to learn more about record-keeping and playtesting, I’ve got a great article for you to check out. I take my own advice, and this is what my playtesting log looks like. These tests can all be classified as “movement tests.”

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Solo developer Voidmaw on creating Katanaut: “Done is better than perfect”

PreMortem.Games

And of course, balancing everything like coding, art, marketing, and playtesting can be exhausting. Playtesting is a huge part of the process, but also biased if you find yourself asking the same individuals for help. The toll on mental health can be quite high for solo devs. Motivation can also be tricky.

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Solo dev Evan Polekoff of Critter Crossfire “Motivation is a limited resource” 

PreMortem.Games

With the game now announced for a 2024-release, the part time solo dev is motivated to finish the game. While I get feedback from friends and playtesters, it doesn’t compare to the iteration you get from working with someone who is equally as invested in the project as you are. There have been a few 6-month breaks there.”

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