Even after years of making games, I can’t reliably tell if one is “good” while we’re building it. Intuition, playtests, retention and wishlists all help - but every signal can mislead you in a different way. It is also hard to judge if the game is just “not good yet” or can actually never be good. In this talk, I’ll show how we deal with that at Bippinbits, using examples from both our successful games and the ones we chose to cancel.
25 minutes
English
