article thumbnail

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.

article thumbnail

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.

Indy 265
Insiders

Sign Up for our Newsletter

This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.

Trending Sources

article thumbnail

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?

article thumbnail

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.”

Dev 160
article thumbnail

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.

Dev 104
article thumbnail

How do you go about setting time limits when relevant? Does someone just play through the section and set it? Playtesting? Do you put together some formula?

Ask a Game Dev

After we set our estimate, we playtest it to see how it feels. If we don't like it or we were off in our estimations, we adjust, playtest, and repeat. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ

article thumbnail

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

PreMortem.Games

Yet, for indie dev Almar, it offered an escape from the corporate rat race he felt trapped in. I definitely recommend getting feedback from external playtesters at each step “On each one of those steps I end up having one or more concrete ‘products’. The toll on your mental health can be quite high for solo devs.

Dev 160