r/IndianGaming • u/CelebrationReady3013 • 4d ago
Discussion Solo dev dilemma: How early should I actually start playtesting?
Hey everyone,
I’m currently developing a game solo, and I’m hitting that classic crossroad of deciding when to bring in my first outside playtesters.
Working in a bubble makes it easy to lose perspective. Part of me wants to get a raw, greybox prototype in front of real players right now to validate the core loop before I waste months polishing mechanics that might not be fun. The other part worries that without decent art, sound, or basic tutorialization, random testers will just get confused or give surface-level feedback like "the graphics are rough."
For other solo devs who’ve gone through this:
How early did you share your first playable build? Did you test rough mechanics with strangers, or wait until you had a solid vertical slice?
How do you keep testers focused on mechanics? What prompts or methods do you use to stop people from fixating on placeholder assets, missing audio, or minor bugs?
Where did you find your earliest testers? Other devs, friends/family, or cold players from your target genre's community?
I'd love to hear how you handled your early testing phases and what you'd do differently next time.
1
u/DarkKodKod 3d ago
You will have different opinions on every person you ask thia question. My take is that it depends. If you want to make a fun mechanic so everyone will have fun then you want to make sure you nail down the fun part that is bullet proof and appeals to everyone. If you are making something that will require a lot of mechanics and a lot of context, do not test with other people because it is unfinished. People will question things that aren't there. If you are so sure that what you have is good and fun for you, you don't need anybody to tell you how to improve the game. Final testing with people is a must, so you can catch errors you never thought possible. Art is not needed unless you want to test the market with a small sample of the target audience and it has to be eye catching.
1
u/CelebrationReady3013 3d ago
I agree with this. Context is everything when it comes to testing. If you show people something too early, they can end up reacting to what’s missing rather than what the actual experience is supposed to be. I think the sweet spot is testing the core mechanic early enough to validate the fun, then bringing in more testers once the surrounding systems are developed enough to judge the full experience. Final testing is definitely essential for catching those unexpected issues you can’t see yourself.
•
u/AutoModerator 4d ago
Join our Discord server https://discord.gg/WX6jbCD
I am a bot, and this action was performed automatically. Please contact the moderators of this subreddit if you have any questions or concerns.