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Post your prototype here. What feedback is worth asking for

AA Plus Games Studio·13 days ago·0 replies
CommunityShow your project › Post your prototype here. What feedback is worth asking for
If you want useful feedback rather than politeness, how you ask matters more than what you show.

Say what stage you are at. "Rough greybox, testing whether the core loop is fun" gets you completely different responses from "about to launch, looking for polish issues". Without that, people default to commenting on the art, which is rarely what you need early.

Ask one specific question. "What do you think?" gets you nothing. "Does it feel obvious what to do in the first ten seconds?" gets you an answer you can act on.

Show the thing itself. A short clip of actual play beats a description. A build people can try beats a clip. Static screenshots are the least useful for anything about feel.

Say what you already know is wrong. It stops five people telling you about the placeholder audio and frees them to notice the thing you have gone blind to.

What people here can actually help with: whether the core loop reads clearly, whether performance looks wrong for the platform, whether your scope is realistic for your team size, whether an approach will hit a wall later, and store or platform requirements you might trip over.

What nobody can tell you from a clip: whether it will sell. Be suspicious of anyone confident about that.

And if you give feedback, be specific and be kind. "The jump feels floaty, maybe reduce air control" helps. "Looks generic" does not.

Post what you are building.

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No replies yet. If you know this one, you are exactly who they need.

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