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Steam News5 October 20259mo ago

Playtest close and what's next?

Hello guys! I've been busy these days, so it gave me time to think and read feedback from players.

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Hello guys! I've been busy these days, so it gave me time to think and read feedback from players. The reality is that the game need a lot changes, rebalance and there is a lot of system, where people get confused or struggle to play and is not fun (what should be the top priority).

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0 fixes0 additions4 changes0 removals
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  • Gameplay
  • Events
  • Server
changedHello guys! I've been busy these days, so it gave me time to think and read feedback from players. The reality is that the game need a lot changes , rebalance and there is a lot of system , where people get confused or struggle to play and is not fun (what should be the top priority).
changedThe good point is that people has understood the rotate and combine core, and found it nice. So this is where I want to start again, back some steps, rethink how the gameplay loop should be with this mechanics and find a way to make it more fun. To give you some numbers about the playtest it got 56 players with an average playtime of 10 min , 0 comments, on Itchio has been worst it just got 3 players cuz I participated in a jam to give and recieve feedback from others devs.
changedAlso in the last months I have been seriously looking and talking with a lot of publishers to try to get some fund and be able to focus on the game 100% of my time. Trying to participate in events to recieve more feedback. Resume: I got rejected by all the publishers and discarded by the events to show the game.
changedAll of this combined push me to a really stressed situation where I just overthink all day what I'm doing wrong and how can I fix it. So that's what I've started to do, improve my game design skill by playing other roguelikes and analyze all. To disconnect a bit from all of this I participated in a game jam last weekend, just for fun and try some ideas I had, I just made the game alone in like 2 days, and forget about it. Well, it got 500 players in 3 days, lot of comments and the 7th place with double of the average voting count. I feel like a clown these days. A side prototype got x10 engagement than my main project. That's what confirmed me that is something wrong with the actual gameplay loop and need to be change 100%.

The good point is that people has understood the rotate and combine core, and found it nice. So this is where I want to start again, back some steps, rethink how the gameplay loop should be with this mechanics and find a way to make it more fun. To give you some numbers about the playtest it got 56 players with an average playtime of 10 min, 0 comments, on Itchio has been worst it just got 3 players cuz I participated in a jam to give and recieve feedback from others devs.

Also in the last months I have been seriously looking and talking with a lot of publishers to try to get some fund and be able to focus on the game 100% of my time. Trying to participate in events to recieve more feedback. Resume: I got rejected by all the publishers and discarded by the events to show the game.

All of this combined push me to a really stressed situation where I just overthink all day what I'm doing wrong and how can I fix it. So that's what I've started to do, improve my game design skill by playing other roguelikes and analyze all. To disconnect a bit from all of this I participated in a game jam last weekend, just for fun and try some ideas I had, I just made the game alone in like 2 days, and forget about it. Well, it got 500 players in 3 days, lot of comments and the 7th place with double of the average voting count. I feel like a clown these days. A side prototype got x10 engagement than my main project. That's what confirmed me that is something wrong with the actual gameplay loop and need to be change 100%.

Another thing, I've back to work from vacation so I have less time than this summer. This is not an excuse or don't take as I'm gonna leave the game, I love making games, I like so much Make your Move and for this reasons I want to bring and create the best I can even if that means to redo things that don't fit well.

I'm just going to back where dev is fun and not overthink all things. I have now some dev contacts that can bring me some feedback if I need that is so great. Release a game is hard, so thanks for stay here it helps a lot. AtypicalCroqueta Steam post image

Source

Steam News / 5 October 2025

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