Earliest testing begins...


Yesterday I shared a file among the three people to give me the most frequent and useful feedback of my previous games' early builds. None of the main bosses, locked doors, treasure chests, etc. are implemented yet but the basic contents and a tutorial boss standing guard in front of the castle are.

For the sake of anonymity I'll refer to one as Main Tester because he tends to give the most frequent and detailed feedback, one Secondary Tester as he's more familiar with game development and distribution in general but is usually more focused on his own projects, and one My Composer because he's composed the original tracks for this and Athe Quest (some of which are shared between the two games and probably my future projects as well).

The engine's default save and load screens seem a bit confusing without text-based feedback, so instead I'm going to make custom save and load screens. To trim things down to even greater simplicity, there will only be one save file per copy of the game. (It's going to be no difficulty at all making backup copies of the game itself or the .saves file anyway if need be.)

Feedback so far is positive. A few small tweaks and I'll have something presentable here. I could rush the development and complete the game in a single workweek if I didn't have other projects and concerns, but then I'd hit burnout and I hate that; better to take it slowly and deliberately.

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