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Playtesting and Record Keeping

Brand Game Development

Write down what people say, update your game, and save a new copy. 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. Game development is iterative. Who played?

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Wrapping up 2024 • Celebrating the life and works of solo developers

PreMortem.Games

I used ChatGPT heavily while writing the backend Amazon service that handles the daily challenge. Playtesting Patrik Nagy , a 20-year-old software development student from Hungary, began working on simple games at age 12, driven by a passion for programming and game development. No amount of playtesting is ever enough, he says.

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The History of the Commodore 64 in Twelve Objects #5: Zzap!64 and other Magazines

Jesper Juul

On the occasion of my upcoming book Too Much Fun: The Five Lives of the Commodore 64 Computer , I am writing The History of the Commodore 64 in Twelve Objects , posted weekly from November 1 st , 2024: Object #5: Zzap!64

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When it comes to copy writing (for press and pitches) forget the fluff and start to BLUF

PreMortem.Games

A pattern most of us learn in school holds us back from writing clearly. Not games writing mind you, but copy writing – for pitches, store pages, press releases, & everything else. If you’re writing to a publisher or the press, they need to know whether this is useful to them immediately.

Writing 104
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Two brothers behind MystiveDev build bodycam survival-horror Chasmal Fear

PreMortem.Games

“After we had the main gameplay features and ‘hooks’ of the game written down to the last detail in a design document, it was then that we began writing the story,” Mojsovski shares. “Talk with the players and do lots of playtesting. Then, analyze their feedback.

Horror 211
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How to Identify & Fix Problems with Your Board Game

Brand Game Development

I’ve written before about the usefulness of documenting your playtesting. It contains both pragmatic advice and a primer to the mindset I want you to take into playtesting. In the meantime, clarify fuzzy parts where necessary, write down their feedback, and keep playing. Now your game is ready for blind playtesting.

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

PreMortem.Games

Then I write down everything I consider relevant into spreadsheets to compare them all. 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 160