desktop playtests
The core loop is in place: move with momentum, read the throw, protect the hoop, and decide whether getting close enough to disable a bot is worth the risk.
Now we stop adding ideas for a moment and find out what actually makes the game better.
What we’re testing
Controls. Camera readability. Threat clarity. Rewards. Pacing. Restarting. The rules stay mostly still while people play; small clarity fixes are fair game, but feedback is evidence—not an automatic feature request.
Then
- Core mechanics and rewards. Shape the next pass around what playtests reveal. Persistent bot damage is already in (shout out to @Rorror and @paaseivreter): the first two disables shut a bot down and leave a mark; the third destroys it.
- First mobile build. Make a local mobile build, likely Android, and establish one-finger controls that feel responsive without accidental extra touches.
- Mobile playtests. Test on real devices: finger occlusion, portrait framing, performance, pause, restart, camera, and control readability.
- Shared platform profiles. Keep desktop and Android tuning in one game, with room for iOS later (because, ya know, Apple).
- High scores. Decide what a score should mean before building a fuller system around it.
- Sound. Give the game an intentional voice once its foundations are settled. We've got some kick-ass ideas!
- Visual finish. UI, textures, and the final layer of polish.
Clearer first. Portable next. Polished last.
Although I may not be able to resist. Love a good polish.