Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(+3)
 Have fun. The key to staying motivated on your game project long term is to make a game that you want to play. Don't let others kill your motivation by suggesting game mechanics and features that you're just not interested in.

I want to expand on this, because it's important to look at feedback the right way.  I use two rules of thumb:

1) When it comes to things like accessibility, usability, clarity of instruction, interface design, display and input compatibility, and things like that, listen to your users.  That doesn't mean you have to do everything they say, but you should at least pay attention to it, because user experience tends to be a big blind spot for developers.  You understand your application inside and out, but your players don't.  It's also natural to design around our own capabilities and not fully consider what others need or prefer.

2) When it comes to mechanics, gameplay design, writing, art style, and so on - all the creative aspects - consider feedback carefully.  Ask yourself "is this actually a weak spot that I can improve on?" or "if I make this change, will it bring me closer to my design goals, or not?" If the answer is yes, then it's probably a good idea.  If the answer is no, you should probably ignore it.  It's your game, so make it the way you want.  That doesn't mean that all of your own ideas are automatically the best ones, it just means that you need to filter out feedback that won't help you achieve your goals.

(+1)

Coming from a UX perspective, one anecdote I’ve often heard is that users are great at finding problems, but not at solving them. Sometimes if you get an unwanted suggestion a lot it’s a sign that something should be done but necessarily what’s being asked for, and trying to dig into the why behind suggestions can be a good way to find a solution that matches your creative vision.

Deleted post
Deleted post