Chris King: How To Let Your Players Take The Wheel without crashing the car
Hey! I'd love to talk about iterative game development and balance via community input, using examples from 30XX's time so far in Early Access (about a year and a half, so far. Not quite through yet!)
Vibe checking with our playerbase to identify fun points and pain points, maintaining groups of superfans that see some early early content even earlier, and open chats with our players have been instrumental components of 20XX and now 30XX's development, and I'd love to dig into some of our strategies for managing and acting on (or not acting on) fan feedback specifically in the context of replayable roguelites. My relationship with 20XX/30XX's players has been a major factor in both games' success, so I'm usually pretty excited to talk about it!
Lead-in music generated by Sonat Uzun.