Last night, I had the opportunity to show the latest build to some friends, who are developers themselves. Now usually I take pity on any poor soul who has the misfortune of asking a developer to playtest his or her game–but I have to say how impressed I was with their restraint; all three simply offered feedback from a player’s perspective, and didn’t rework the design of the game from the ground up, like I have a tendency to do.
My friends shall remain anonymous here, since I didn’t ask permission to use their real names in this post, and these days, one can never be too cautious about this sort of thing.
The one who played the longest actually took the time to clear the entire floor of monsters (which took about 15 minutes). He said he was compelled to do this because
- He likes to completely clear games out of principle
- The rats were so repulsive he felt the need to exterminate them to extinction
It made me realize one of the things the prototype is sorely lacking: state changes on the in-game map, to show which rooms have been discovered and cleared. It also made me think a bit about rewards for clearing an entire region–maybe this is how you get the boss to appear, or maybe a special NPC (like a merchant) appears only once the realm is free of monsters. Or I could go full Captain Eo style, and have the boss turn into a friendly NPC after you break the corruption within him. (Bonk’s Adventure did this too, now that I think about it.)