Today I sent the game to a playtest meeting back home, ran by a group of developers from my hometown. It was nice seeing things that were confusing new users, I haven't playtested the game in a while as well, so there was lots of valuable information.
![[IMG]](http://i.giphy.com/d2Z3U2agrmEaUEDe.gif)
Something unexpected was the small map I made to record that little Power ups gif last night. I forgot to delete it so it shipped with the build for the playtest, and playtest they did. Surprisingly enough, some people liked the closed-quarters chaotic combat of that really small level. I tested it a little bit with a bot and I liked some aspects of it, I iterated a bit on the design and came up with this one that I felt gives enough opportunity to dodge and escape.
One thing people had trouble with, and this wasn't the first time I saw people confused with this, was the "Press A to join" menu. There were too many options with the buttons to add/remove bots and toggle bot difficulty, so I changed the way it worked to keep things more contained. I also added at the bottom of the menus the buttons that are being used to control it, to clear any remaining confusion.
![[IMG]](http://i.giphy.com/d2Zh7X1gLeMSaqiI.gif)
![[IMG]](http://40.media.tumblr.com/e1b00d768e150a03de22c2dda956b85e/tumblr_inline_nyx0tiXfqc1s51o0v_500.jpg)
![[IMG]](http://40.media.tumblr.com/c9b5ab9619546e012b4be5328b90ae97/tumblr_inline_nyx0vpWHT51s51o0v_500.jpg)
Other than that, I fixed some small bugs that they found and that was it for the day. Next up I shall make the new level blocks and start making some new levels!