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Odd question about play session and difficulty

A topic by Tuskat created Jul 17, 2019 Views: 342 Replies: 7
Viewing posts 1 to 3

To get straight to the point, I described my first game as finish-able in like 5 to 10 minutes.

Because since I made it I kind of sort of know exactly what to do. 

A friend of mine pointed it out as some sort of sarcasm (it wasn't ʕ*ノᴥノʔ ) since the game can be, to my surprise, very challenging.

So the question is : How can I guesstimate an accurate playtime session without much player datas?
it would but much simpler if I had some but I forgot to ask my friends to like record their play-through and the page is taking dust now ʕᴥ· ʔ

I know it might sound silly, but when I first designed it, I wanted the play-through to be around 15 minutes in a straight line (no mistakes run), and it ended up being 1/3 of it (because I had no more energy to work on it) and I think knowing better how much time people put into completely new play-through would help me in the future.

I know it's not an exact formula, but I thought their might be some rules of thumbs of some sort to try and calculate such things.

(+1)

Just get as many people to play your game as possible, and start play testing early. Play test as soon as you have the main mechanics.

Appreciate the answer. I guess I should have made sure I prepare the right question to people whenever they playtest for me :0

I'll do some research on my side on discords servers for game dev, it might simplify the process of asking strangers to try my game (or reduce the shame of doing so ʕノ)ᴥ(ヾʔ )

(+1)

There's no shame in asking people for help testing your game, especially if you help other people test their games. I believe the forums have a section dedicated to play testing. There are probably Discord servers too. If you find a good one, let me know.

(+2)

Hi Tuskat,

The less unexpected roadblocks there is for the players, the closer the playtime estimate should be.

I've completed the game after about 45 minutes and now that I know what to do, 10-15 minutes is around the time it would take me to complete it again. I think to give better playtime estimates, you have to get better at finding unclear elements of your game(s). For example, there's two important things that could be communicated better: 1) You have to use the environment to kill most of the enemies 2) A button stays activated if anything touches it. Once I understood these two things, the game became a lot clearer/easier.

I know there's some text that hints at the first point so maybe I'm just slow, but I still think it could be better. One reason I think I was confused, is that the first time you encounter an enemy you are required to kill it with your weapon without the environment. Also why would there be a shotgun upgrade if I'm not really supposed to use my gun? Why is there even a gun? It seems like a crazy question, but if the game is focused on using the environment, why not go all in! If I was forced to use the environment, I would have had no room for confusion. Anyway, all I'm saying is the design could be tighter.

About my second point, I think just changing the button's sprite or color when it's pressed could be enough. Generally I find it's better if things change visually according to their state.

Finding the unclarities in your work is definitely a difficult task; I know I always leave some in my games and it's mostly what gets people stuck (that and difficulty spikes). You will get better with experience though. Getting feedback from people is also a big help. I don't know exactly what your friends told you, but maybe you could ask them to be more specific? I find you really don't need many testers to find the most obvious problems.

(+1)

Wow that's some seriously huge feedback ʕ◉ᴥ◉ʔ

Button colour change should have definitely been there, big oversight on my end here.

"If I was forced to use the environment, I would have had no room for confusion." 

Fair. The game could work without the shotgun, but I feel like it would both be harder and slower without the gun altogether (mostly because you can shoot interruptors) ʕ*ノᴥノʔ

Well I wasn't really clear with my friends  : since it's my first game I was just like "Try it and tell me if it's garbage ʕ·ᴥ·ʔ"

Thanks a ton for taking the time to try the game, and for the much appreciated insight. 

(+1)

No problem!

To clarify, I'm not saying that simply removing the gun without changing anything else would make the game better. The game definitely would have to be redesigned around that or it would most probably make it frustrating. I was mostly trying to give some food for thought :)

(1 edit) (+1)

No no I totally get it, it's definitely good food for thought, "Tightening the design" is something I'll keep in mind from now on. ʕ´°ᴥ °`ʔ