I can no longer tell if my game is fun..

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  • เผยแพร่เมื่อ 29 ธ.ค. 2024

ความคิดเห็น • 23

  • @Aarimous
    @Aarimous  หลายเดือนก่อน +2

    Thanks for watching! The new demo is up now over on Steam! I'd love to hear your thoughts on the recent changes: store.steampowered.com/app/3059390/Hexagod/

    • @daniellyons6269
      @daniellyons6269 หลายเดือนก่อน +1

      I'd love to test it out and give you some feedback. Unfortunately, I'm on a mac, so I can't play it. If you like, I can do Godot exports to mac for you.

    • @Ibadullah
      @Ibadullah หลายเดือนก่อน +1

      Make smaller games.

  • @hotworlds
    @hotworlds หลายเดือนก่อน +9

    You know what has helped me in addition to just getting testers, recording footage of myself playing through a significant portion intending for other people to see it. My goal is to be able to have people watch it and understand what is going on without me doing any voiceover or anything. Just that perspective shift of ME playing in front of someone else totally changes what I think of as a priority before I even finish recording. Any kind of obnoxious menu thing that I usually just avoid becomes a huge problem and I need to stop recording and fix it and start over. Any long period of boring repetitive gameplay that would cause people to skip through the video needs to get cut. Anything with too much information needs to be reduced. Any graphical glitches that cause confusion need to be fixed immediately.
    Then when watching it back I decide if it's demonstrating my intended experience. When I watch other people play and they don't quite get it, I don't have any way to tell if the stuff they didn't see is any good and it is difficult to tell what is most important. My goal is to get them to have as much fun with it as I do, and recording helps me identify the barriers to that. And if even I can't do a playthrough without serious jank, all that jank needs to be fixed ASAP.

    • @adamprokop
      @adamprokop หลายเดือนก่อน

      That sounds like a good approach I haven't heard of

  • @SuperEssenceOfficial
    @SuperEssenceOfficial หลายเดือนก่อน +4

    100% watching someone play. But I also find my perspective tightens up and becomes more "real" when i'm playing to win versus when i'm just clicking through the game. For me this is when im testing multiplayer. When i'm testing live against a real person (rather than against the AI), my attitude changes. It forces me to become a player again, not just an all knowing designer.

  • @MaximumAxiom
    @MaximumAxiom หลายเดือนก่อน

    Conducting play tests is so important for game dev, and its definitely an undervalued skill. I wish I was better at determining what to drill into it and what are good/bad signs.

  • @KhaosNyx
    @KhaosNyx หลายเดือนก่อน

    This is the 3rd version of Hexagod that I've played and its my favorite so far. I like that tiles get bonuses for each adjacent tile now instead of every 2. I like being able to just build whatever I want instead of pulling card packs (although I liked the card packs too, just like this version better). It felt a lot more chill and relaxed. I think feeling like I had more control went a long way to adding to that feeling. Its really cool following along with your development process and I look forward to you videos and updates about Hexagod. So at least for me you're doing something right. Keep it up Aarimous!

    • @Aarimous
      @Aarimous  หลายเดือนก่อน

      Cheers, and thanks for following along and playing the new demo. Means a lot to me and help me know I'm moving in the correct direction.

  • @doug_mocniak
    @doug_mocniak หลายเดือนก่อน

    You are definitely onto something! I find myself playing this demo frequently. I can't quite put my finger on it, but I love that you are willing to make these changes in effort to elicit the best outcome.

  • @Tanya-iz4zs
    @Tanya-iz4zs หลายเดือนก่อน +1

    Played your demo for the first time last night. Whilst I've watched some of your videos, I haven't watched enough to really know what to expect.
    Steam says I played for 2.5 hours.
    The first time I played it through, there were a couple of confusing moments, but as I kept playing I started getting more and more into it. Game won't let me have more than 3 villagers? Ok cool, well let's add a whole pile of other things for a while then. At once point I had just enough tiles that my little villagers could alllmost clear them all in a day. So I started being determined to get them all empty, and figuring out the fastest ways to move around the board. That had me hooked for longer than it probably should have.
    A couple of things that got me (but for feedback, not complaints. I know it's a demo):
    First, I'm vision impaired, so not being able to make any of the menus and text larger was hard for me. Accessibility features like those would be very much appreciated in the final game.
    There were a few places I expected to get more info if I hovered, but there wasn't anything, so I just had to kinda figure it out.
    The first time the screen started changing colour, it turned orange and red pretty early, I started trying to figure out if I was doing something wrong/maybe my villager was getting tired or something.
    Overall though, I had a fun time, and look forward to seeing more. Playing has also made me more interested in following the journey here.

  • @FillMakesGames
    @FillMakesGames หลายเดือนก่อน

    Thx for making these.

  • @roseflows6585
    @roseflows6585 13 วันที่ผ่านมา

    Ah, the love for having the omniscient perspective of gaming. I see it from developer, player, and outsider. 20 years of playing, a quarter that developing, and a beta tester for multiple games. Im fairly certain my first game will be fun. I just cant decide whether i want it to be 2 or 3d.

  • @timmygilbert4102
    @timmygilbert4102 หลายเดือนก่อน +1

    That's exactly why playtest exist 😂❤

  • @denisgames38
    @denisgames38 หลายเดือนก่อน

    Thanks for the video ;)

    • @Aarimous
      @Aarimous  หลายเดือนก่อน

      Thanks for leaving a comment ;)

  • @JoeTheis
    @JoeTheis หลายเดือนก่อน

    Yeah I gotta get on this ASAP... 😅

  • @RohanDaDev
    @RohanDaDev หลายเดือนก่อน

    Non-action games have this issue. I'm also having this issue. But i never had anyone play it run after run, I wish I had playtesters that did that :(

  • @Cadot-Person
    @Cadot-Person หลายเดือนก่อน

    Yea, I never know what to get from the stuff I finish

  • @GreenBlueWalkthrough
    @GreenBlueWalkthrough หลายเดือนก่อน +1

    I mean the solution is simple have externale play teastss early and often perferbly all the time if your audncae can handle early builds.

  • @635574
    @635574 หลายเดือนก่อน

    I find it easier to make a test level than balance something for actual players.

  • @Domineas
    @Domineas หลายเดือนก่อน +1

    If you can't tell it is because you are in a silo and you think you know best what constitutes it being "fun". The truth is, you are not the arbiter of fun, you are it's curator and as it's curator -- you need to curate. Who are you designing this game for? Why do they want to play it? How do they have fun?
    For more concrete advice: You need to get this in front of players and playtest, playtest, playtest and STOP developing. Then based on what you learn from that feedback the path should be pretty clear where you need to go next to maximize or restore the fun in your game. Small changes. Incrementally made. Based on feedback. Tweak. Playtest. Adjust. Repeat.
    Source: I've published two tabletop games, and am working on my third title. I have raised nearly $200k for all my games on KS, and I have sold over $360k in copies. You can trust my advice. Best of luck to you!