Genuine question. I've been thinking about this a lot lately.
Most of us build games in a bubble. We spend months on mechanics, art, story, and somewhere along the way we stop being able to see our game through fresh eyes. We know where every button is because we put it there. We don't get confused by the UI because we designed it. We don't rage quit at the difficulty spike because we've played that section 500 times.
But here's the thing: Your game isn't for you. It's for a casual player who has 5 minutes on the bus. It's for a first-timer who's never held a controller. It's for a hardcore grinder who wants 200 hours of depth. And they all experience your game completely differently.
A feature you think is intuitive might confuse a beginner. A difficulty curve you think is fair might make a casual player quit in 30 seconds. A progression system you're proud of might bore a competitive player who just wants leaderboards.
The scariest part? You won't know until someone actually plays it. And by then you've already spent months building.
So how do you guys handle this? Do you playtest early? Do you have specific player types in mind when you design? Or do you just build what feels right and hope for the best?
Curious how others think about this.