What we learned from our playtest and at gamescom
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[/p][p]At gamescom, we pitched the game to publishers and met fellow devs making roguelike deckbuilders. The feedback was generally positive for the same reasons you love Dream Team Supreme. The things to work on that came out from the talks are:[/p]
See ya,[/p][p]Olivier from Big Adventure[/p]
- [p]Playtest[/p]
- [p]Demo[/p]
- [p]Newsletter[/p]
- [p]Discord[/p]
- [p]Mods were offered for scientists that weren't in the pair[/p]
- [p]Oops, that's not fun. We can address the mods by creating pools based on scientists.[/p]
- [p]The art style needs cohesion[/p]
- [p]The cartridge readability needs improvement[/p]
- [p]As many of you have seen, the new scientists and the settings screen look drastically different from the rest of the game and are our first step into aligning all the visuals in a single art direction. We're calling it "toy style" and we can't wait to reveal more with each update. When we revise the cartridges in the toy style, we will also make readability improvements and will seek out your feedback to see if it solved the issues.[/p]
- [p]Strategy isn't deep enough yet[/p]
- [p]That's a fair assessment. We're adding depth with every cartridge, mod, and monster so looking at every 3 updates is probably a good measuring stick for how much depth we can add to Dream Team Supreme.[/p]
- [p]The art style isn't uniform[/p]
- [p]We agree with the art style feedback and the conversion is under way. It will take several months to make it all shine in the new toy style.[/p]
- [p]Hard to get players to play co-op[/p]
- [p]What do you think about the co-op comment? We've found that at conventions, players love playing 2 player co-op. At Palmygeddon, co-op was 90% of the playthroughs. We also know that during playtests, only 5% of the playthroughs are co-op. If you have specific obstacles or features in the game that are preventing you from enjoying it in co-op, we'd love to hear your thoughts.[/p]
See ya,[/p][p]Olivier from Big Adventure[/p]