What I’ve realised, and I wish I’d had the foresight to plan it, is that putting the game on Kongregate after only 24 hours work achieved two things:
- It got the word out, meaning people are actually reading this blog (hi there!)
- It essentially acts as a 100,000 player playtest.
The second point in particular is insanely exciting. Looking back at the Kongregate page, I see a lot of data on players, and a lot of opportunities for players to let me know what they think. Obviously I didn’t have the time (or foresight) to do any kind of metrics recording or tracking in the game itself, but comments, favoriting and linking give me a lot of data to play with.
We geeks are a loud group who absolutely love putting our opinions out there. 360 odd players took the time to note down the strengths and weaknesses of my game. I’d be an idiot to ignore them. I just read every one of those comments (fun way to spend a Saturday night, eh?) and separated them out as best I could into a spreadsheet. Tommorow I’m going to put that information into a more readable format, an indulgent infographic perhaps, and post it up here.
This is an amazing opportunity to get feedback on the concept and execution before diving headfirst into the new version. Let’s see where I get with it 🙂
Oh, before I forget – the awesome Whitaker Blackall commented on the last post. He’s an awesome composer with some great tracks on his site. Check it out here!