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EcoBeasts: is the first visit clear, and is returning the next day worthwhile? [Windows playtest]

A topic by mariocardiel2 created 9 days ago Views: 137 Replies: 6
Viewing posts 1 to 3
(2 edits)

Update — 3 October: the current EcoBeasts beta is now free to download with optional support. No purchase or access key is needed to try it.

Hi! I'm working on EcoBeasts: Island Manager, a Windows game where you plant a floating island, introduce imaginary creatures and prepare their resources before your next visit. The reserve changes while the game is closed.

I'm looking for up to 10 first-time playtesters who enjoy management or creature games. The beta is now free to download for everyone, with optional support. There's no purchase requirement and no obligation to leave a positive review.

The test: spend about ten minutes creating a reserve, then return the next day if you can. I'm trying to understand whether that first visit gives you enough direction and whether the changes during your absence make you want to return.

  1. In the first five minutes, was it clear what to do next? Where did you hesitate?
  2. When you returned, could you understand the births, losses and resource changes? Did anything feel unfair?
  3. Would you visit again? What is the main thing that would make you continue or stop?

Windows 64-bit; English and Spanish; beta 0.6.7. Progress takes real hours and days, and animals can die during an absence. Art and music include AI-generated content, and development is AI-assisted; this is disclosed on the game page.

Game page and animated preview

If you'd like to take part and have 64-bit Windows, download directly from the game page without a key or payment, then post your feedback here. There is no need to share personal contact details. If you already downloaded the September free beta, your feedback on these questions is welcome too.

Thanks for any honest feedback, including reasons you stopped playing.

Hey, I came across EcoBeasts: Island Manager and saw that you’re currently looking for first-time players for the playtest. I help indie developers with game promotion and player outreach, and I think I could help get more people interested in trying the game. Would you be open to hearing a few ideas?

Thanks for reaching out! I'm open to hearing a couple of specific ideas here. The priority at this stage is finding people who enjoy ecosystem management or creature games and would try a short first session, return the next day and share honest feedback. The Windows beta is free with optional support.

Which communities or channels would you suggest for that audience, and how would you approach reaching them? An example of your work with a similar indie project would also help. If you're offering a paid service, please make that clear upfront and outline the scope and pricing. For now, I'm just exploring options for this small playtest.

Thanks for the detailed response. For EcoBeasts, I’d focus on communities where people already enjoy creature-collecting, ecosystem/simulation, and management games rather than broad gaming groups.

I’d approach relevant Discord communities, Reddit communities, indie game/playtest groups, smaller creators, and also run targeted email campaigns to reach people who are interested in simulation, management, creature, and ecosystem-focused games.

The goal wouldn’t just be to send traffic, but to find people who are actually likely to play the first session, return the next day, and give useful feedback. I’d handle the outreach, promotion, and email campaigns while keeping the messaging focused specifically on the playtest.

For the small playtest, I’d suggest starting with a $50–$100 test run so we can keep the scope focused and see how well the audience responds before doing anything larger. I can also show you some previous promotion work/examples so you can see how I approach indie games.

If that sounds reasonable, I can put together a specific outreach and email campaign plan for EcoBeasts, including the type of players I’d target and how I’d approach them.

hi

The idea of the island changing while the game is closed is really interesting! I think giving players a small preview of what might change before they leave could make them more curious to return. What kind of surprises are you planning for later visits?

(+1)

Thanks! A small preview before leaving is a useful suggestion. In the current beta, Care (G) has forecasts for the next 8, 12 or 24 hours, showing projected population changes and possible resource shortages if you leave the reserve as it is. It is a planning tool; it does not fast-forward your actual game. Your comment makes me think about how that preview could also build curiosity.

For later visits, the current beta already has newborns, rare inherited colours, growing herds and animals building up adaptation so you can choose to evolve them. Those are the kinds of changes I want players to enjoy discovering; further additions are still being worked out.

If you have Windows, the beta is free to try. I'd love to hear whether a short first visit and a return the next day feel interesting, and whether the Care forecast helps you prepare. Thanks for the feedback!