Even though we still think of Kill to Collect as a pre-alpha project (because, dammit, we are not ready yet and everything you see IS work in progress!), we do have quite good continuous playable builds so we started focus testing.
Luckily for us, we have about 20 something indie studios as neighbors as well as a game oriented university some 5 minutes of walk away. So a few weeks ago, we started to invite folks over, just to try out the game, and we learned a lot about our players’ experience in the process. If there is one thing you will remember from this blog post, let it be this: focus test early.
We are no experts when it comes to focus testing, so we approached this task organically. For our first test sessions, we did not have a specific agenda, we just wanted to be silent observers to see how people completely new to the game would react. We did however have a few theories that we really wanted to validate. One was strictly related to the length of a bounty run, specifically how long it takes new players to successfully complete one. We also knew some of the problems the game poses, such as the clarity of the items that are dropped, and if player really use what they gather – if it is easy to understand how to use the items in the first place.