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(+1)

Wanted to talk a little bit about the playtest we’re currently having. The dynamic is very interesting to me. We have around 250 people who have joined for the playtest so far, which is much more than we expected. I personally thought even 20 people would be a great result.

As for the playtest data, there are also interesting moments: most people play around 20 minutes, which is expected, the test build is not that long.

But some people played it more than 200 minutes (and it’s not us, we checked), as well as people who played for 180, 150, 100, 90, and 80-70 minutes. Though the content of the game is about one hour long in that build, I think.

I am a little bit disappointed that we only got two pieces of feedback in the Steam community. It seems like people do not really prefer that channel of communication (I also noticed at the conferences our audience is much more introverted, and they probably don’t like making public posts).

Initially, the idea to ask people for public feedback was to cross-reference it with other players (and yes, excite the steam algorithms a little), but I am thinking about asking people for feedback in their favorite places of choice then.

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The part about having around 250 people join the playtest but receiving only two public feedback posts stood out to me. I suspect this is not necessarily a sign that people were uninterested. Playing something is relatively easy, but writing useful criticism publicly requires much more effort and can also feel uncomfortable.

I am currently preparing a much smaller closed test for a narrative adventure, and this makes me think that relying on voluntary public feedback is probably not enough. My current plan is to combine direct observation with a short private questionnaire and a few follow-up conversations. Were you able to see where players stopped or how far they progressed? If the average session was around twenty minutes for a one-hour build, there may be a specific early point where people lost direction or motivation.

Hi, Zachi Mann

Yes, we already have around 300 people now. I also think it’s not disinterested. It’s that I wanted people to all share their thoughts in public.

I thought it might add weight to the discussion, as people might suggest things and other people may approve or disapprove of that.

But yeah, most of the players feel that more of a private thing is better. And also, it is indeed different things - one thing is to try the game, and another thing is to write a review,w essentially.

Not all do that. I don’t do that.

But I am still grateful for all the feedback I got so far.

As for the session length - we also have a weird thing here.

The average session is about one hour, where is median session is about 10 minutes.

This means we have some players who play for a really long time, and some players who don’t.

Which is normal, I guess,s since we don’t have much meta, but it looks like the core gameplay is interesting to some people in itself.

And some people just check out the game and leave. Maybe they drop, maybe they wait for more content.

I also check demos for 10 minutes and leave, not to spoil impressions for the full game.

Yeah, I think a questionnaire would be a good additional idea.

We don’t have data tracking on our game, but judging solely from playtime and retention, I can kind of guess where they had landed and dropped.

And why.