Author Topic: Call for New Developers  (Read 27261 times)

TheCreator

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Re: Call for New Developers
« Reply #15 on: December 04, 2012, 07:34:36 AM »
In most cases there is nothing to feed back. The game is too simple and it possibly sucks.

You can always say *why* it sucks. Actually there is no need for feedback if the game does not suck.
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kraflab

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Re: Call for New Developers
« Reply #16 on: December 04, 2012, 07:40:58 AM »
To be fair, I have seen games in the early dev page that literally were just skeletons of rl features and there really was nothing to feed back.

TheCreator

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Re: Call for New Developers
« Reply #17 on: December 04, 2012, 09:44:48 AM »
To be fair, I have seen games in the early dev page that literally were just skeletons of rl features and there really was nothing to feed back.

Yes, there is nothing to comment if all you can do in a game is walking on an empty location. But if you have been developing a game for several years and have much more to show than that, it can be quite frustrating not to receive any feedback at all just because your game is not perfect yet.
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Darren Grey

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Re: Call for New Developers
« Reply #18 on: December 04, 2012, 09:51:31 AM »
Indeed.  There are, roughly, three stages of games being announced:

1. Very early game.  Too early for feedback to be much use beyond "Keep at it!"

2. Mid-development.  Keen to accept ideas and look at ways to improve whilst the game is still malleable.  This is the main Incubator target group (though not all will have the needed time to take part).

3. Late development.  Mostly bug-fixing or content addition.  Releases are iterative rather than game-changing.  These can benefit from Incubator involvement, but may prefer to concentrate on polish.

Paul: There are no restrictions on the type of game here.  Just be aware that you might get less feedback (or less useful feedback) from people who are primarily interested in turn-based games.

Krice

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Re: Call for New Developers
« Reply #19 on: December 04, 2012, 03:01:08 PM »
You can always say *why* it sucks.

In most cases it's obvious and if the developer doesn't know it it's difficult to foresee a great success in game design department for him. Some games just rock. FTL was relatively unknown project but when it was released it just did it. And that's the way you do it.

Darren Grey

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Re: Call for New Developers
« Reply #20 on: December 04, 2012, 03:40:38 PM »
FTL was not relatively unknown - it had been nominated for numerous game design rewards long before release, had an immensely successful Kickstarter and went through a rigorous private beta testing phase.

In like form one can consider the Incubator to be a place to put alpha and beta games.  I haven't announced my Rogue Rage alphas elsewhere for instance - the Incubator is the only place I've shared them, since I don't yet deem them ready for wider announcement.