The six questions cover the right areas, but one timestamp can make the feedback much more actionable: ‘At what exact moment did you first hesitate, and what did you expect to happen?’ That usually separates a control problem from a difficulty problem without asking the tester to diagnose the design.
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itch.io Community » Game Development » General Development · Posted in How is prototyping/ game designing changing with AI
A useful first split is whether the prototype tests the game loop or the production pipeline. For gameplay prototypes, we open the shortest playable loop, record the first moment a tester hesitates, and defer polish unless it changes the decision. What people skip is often a clearer signal than stated preference.
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