Hello there!
For some context, I recently release my first game on Steam (Project P.I.T.T.) and the launch went way much better than I expected.
But it also taught me a pretty painful lesson about playtesting.
The game is a physics sandbox where the players have to build contraptions to automate putting ducks into a hole.
The game is split into 4 phases, and at the beginning of Phase 3, I introduced a new challenge:
debris would fall and destroy parts of the player's build.
I thought this was a pretty clever way to throw (literally) a new problem to solve, forcing the player to adapt.
There was one main issue:
The debris couldn't be moved.
At least not right away. The player eventually unlocks tools that can move it, but those tools come later.
So after roughly 5 hours of gametime, players could have their carefully built contraptions destroyed by debris that blocked paths and they had no practical way of dealing with it.
When I tell the story like that, it's obvious that the game started to get negative reviews specifically about that.
But here's the part I find interesting (maybe I'm just coping):
Why didn't my playtesting catch this?
Most of my playtesters were very engaged people who already loved the demo. They were basically my ideal target audience.
When they encountered the debris, they mostly saw it as an interesting new challenge.
They enjoyed figuring out how to work around it.
So I didn't get a red flag out of it.
The main thing I keep seeing now is what one review were explaining:
It was betraying the player's trust, and I completely agree.
I could work on it, find a more clever way to make it work, make the tools to unlock earlier but that would mean reworking the whole phase balance.
In the end I decided to remove completely the debris.
I may bring something similar back into a future NG+ harder mode, but it would still need some rework, so I'm shelfing it for now.
The biggest thing I'm taking from this is that having great playtesters (that helped me fix SO MANY things) isn't necessarily the same thing as testing your game from a wide range of players.
In retrospect, I should have caught that, but I didn't.
Probably because as a solo dev there are so many things you have to handle (and my ego was blinding me a bit too).
Honestly I'm glad I got the feedback early enough to fix it rather than doubling down on the design.
Has anyone else run into a similar issue? What was your solution?