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Is it a good idea to publish your prototypes frequently

A topic by Louis created 35 days ago Views: 278 Replies: 8
Viewing posts 1 to 7

Hey Im planning to release my game and I want to continuously update whenever i am free. I plan to actually release it for money when I finish it but for now I have it as a prototype anyone can test. Is my plan viable or is there funnier/more effective ways to beta test my game

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It will probably be more effective to market the game on social media or discord and offer the full game for free in exchange for beta testing and providing feedback on the prototypes.  

(+2)

Well, it might work but you'd still need to get people to playtest your prototype either way.

(+1)

Well said.

If one frequently releases prototypes, one also needs a lot people frequently testing those prototypes.

And the first does not beget the second. It is the other way round.

I suppose that settles it. 

Hire your younger nieces and nephews to play test your game. 

But in all seriousness, so long as it's not a patch and the game is fun to play, I don't see it being too big an issue. Outside of baiting your fanbase of a release date.

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just make it clear that its early access. you can set the project as "in development" but it wouldn't hurt to mention it in the description also.

Its worthwhile to do devlogs if your updating a lot in my experience. Both for the user and your own little dev diary.

Good Luck!

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Maybe only upload prototypes that mark drastic growth in the games development and keep promoting the full release online for others to see if they’re interested. I feel like having a game actively available for free until it’s not would lose the anticipation.

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From what I've seen, there seems to be some danger in releasing an overly early prototype in that it may create a lasting premature negative impression.

If someone plays an early prototype and gets the impression it is boring or not extensive enough then they may not return later, even when it releases.

No matter how much players say they understand that a project is incomplete and that that fact won't bias them against it, much of human psychology is subconscious and many/most of them will likely still be heavily influenced by their impression of the prototype anyway.

Audiences of game developers (such as on forums) are more likely to be forgiving of incomplete projects, but that is a very different audience from non-dev gamers.

So, I would say it is probably wisest to wait until the game starts "feeling good" before you release a prototype, at least.

Also, some devs use smaller communities (like Itch) as a prototyping and testing ground and then only later release the main product elsewhere (like Steam), to keep the potential spread of bad impressions more controlled until the time is right, though that strategy seems likely to inevitably have some risks as well of course.

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I love your approach! ReadTheory com