An Experiment with XBLIG Playtesting

Just yesterday I posted an early gameplay video for my current project. I’m pretty happy with where the game is at, but I’ll be the first to admit that there is still a very long way to go.

Today, I put the game up for XBLIG playtest.

What gives? There’s clearly not a whole lot of content for people to try out. Numerous key pieces, such as story and progression, are completely absent. However I feel that enough of the core gameplay is present and stable that I can begin getting feedback on it. I’ve often heard of playtesting “early and often”, but that was something I ignored for my previous title, Zombie Accountant. For that, playtest was more of an informal check to see if there were any glaring bugs. It was still worthwhile – someone found a showstopper bug, and I added a much-needed last-second instructional diagram.

But I feel playtesting can be much more useful than that. Hence, I’ve submitted my game as early as I’m comfortable doing. Any sooner and I’d be wasting the time of other community members. The plan is to keep a build in playtest from here until release, meaning I’ll need a new build at least once a week. I think weekly is a good target to incorporate significant improvements with each new build.

Will it pay off? Will I use up the goodwill of other playtesters and have nobody willing to play my game by the time I want to release it? Stay tuned!

Oh, and if you’re an App Hub member, feel free to check it out here, under the laughably temporary name of “Project Splice”.