Timeline for How to determine what difficulty is right for the game?
Current License: CC BY-SA 4.0
7 events
when toggle format | what | by | license | comment | |
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Apr 6, 2019 at 18:04 | comment | added | Cort Ammon | I had subconsciously skipped testing a button because I knew it wasn't ready for prime time. As it turns out, it was a button that my customer cared about, and was one of the first things he tried. Testers who don't know what's going on are worth a lot! | |
Apr 6, 2019 at 18:03 | comment | added | Cort Ammon | @PetroKoval You can, but you have biases. If I may take an anecdote from debug testing (rather than play testing), I tested a particular demo for 2 days before handing it to the customer. The customer picked it up, clicked two buttons, and it immediately crashed. He was nice about it, but I went home severely humbled. How did I not test that button? I ran myself through my testing procedure, and realized that I thought "Check buttonA, check buttonB, skip button C because I know it doesn't work, check button D...." | |
Apr 6, 2019 at 14:12 | vote | accept | Ruslan Plastun | ||
Apr 5, 2019 at 19:23 | comment | added | Bernhard Barker | @PetroKoval You can (and should) certainly playtest it yourself, but the problem of you being too familiar with and invested in the game and your vision of it is difficult to get around (it needs to be fun for other people, which you are not). | |
Apr 5, 2019 at 18:18 | comment | added | Ruslan Plastun | Thanks! I will use it. Also, maybe it's a silly quesiton, but is there some way to test it solo? | |
Apr 5, 2019 at 18:12 | comment | added | lilKriT | This type of testers is often called "corridor tester". Because you open the door and ask the first person walking down the corridor to test your game. | |
Apr 5, 2019 at 18:03 | history | answered | Philipp | CC BY-SA 4.0 |