It ties in with the lack of time and resources too -- if you don't structure your development to have time to do user testing, you won't magically find that you have time to do it at the end, either.
It ties in with the lack of time and resources too -- if you don't structure your development to have time to do user testing, you won't magically find that you have time to do it at the end, either.
> "Friends around us were saying “it’s too difficult” right to our faces, but amidst our nonstop-no-days-or-time-off working, we were too dull to let it inspire action."
So I guess they did have some people play the game -- but they didn't build in the time they needed to properly use the feedback, so it was almost the same as not play-testing.
More play testing would have helped a great deal, IMHO.
I played it for about 20 minutes. It seemed an okay game with a really awful user interface, and if they had ditched that mechanic they might have found themselves making something a lot more fun. I would up rage quitting in frustration over how artificially hard it was to control, thinking "These game designers hate their players, and it's a shame because they have something interesting hiding here."
Maybe I quit two minutes before it became a glorious game. That doesn't excuse the terrible experience I had at the beginning, though.