# Getting Early User Feedback on Games

Disclaimer: It may be that I'm already doing all the "right" things, but just don't have enough traffic for it to pay off with people giving feedback.

My question is: how do you attract early and quality feedback into games, from end-users? Ideally, I'm looking at a model where the seed of an idea comes from you (or from them, even) and you build it into a game, molding it along the lines that people tell you are best.

Because you're just one opinion. And game developers have a reputation for doing weird and sub-par quality stuff, sometimes.

I'm currently practicing the following:

• VIP List: I have a "VIP" mailing list (mostly friends) who agreed to try out game releases and give me feedback. They seem hesitant to say anything negative, and most of them are not really gamers, just doing it because they know me and like my niche.
• 2-4 Week Releases: I use a form of agile and release iterations every two to four weeks. This means every release is functionally small, but somewhat polished.
• Press-Releases: With every release, I also post a small "press release" post identifying the good, the bad, what's next, and screenshots (along with a link to play the latest release version).

I'm not getting that much feedback. What am I missing?

• Where do your releases and press releases get posted? – Kylotan Apr 6 '11 at 0:32
• On my site. I have stuff categorized into four categories: Play (online, like Flash), Download, Labs (non-final releases go here), and News (for press releases) – ashes999 Apr 6 '11 at 1:53
• I would have thought that relatively few people visit your site (without knowing which one it is). Posting on Reddit's Gamedev board, Gamedev.net's "Your Announcements", and TigSource's 'Announcements' might be a good idea. – Kylotan Apr 6 '11 at 9:22
• Yes, that's what I suspect too. But I'm sure that people who know about my site know about the labs section, since it's very obvious from the UI/design, and I make Silverlight games. – ashes999 Apr 6 '11 at 11:03
• You can measure this sort of thing with Google Analytics. – Kylotan Apr 6 '11 at 11:13

Even getting written feedback should be optimized -- provide an in-game means (for example, a /bug command) to pop up a UI that a tester can write up a bug or some bit of information and send you.