1) Polish up Tafl and add multiplayer. Try to market to chess types and get player community going.
2) Turn Tafl to puzzle game, Reskin to funny theme with animations, and improve AI. Try to go mass market.
3) Beef up AI and other board sizes and launch the best Tafl single player game on market. Try to market to boardgame and smarties.
4) Just polish and ship. It's our showcase. Work on next game.
(I'm just gonna use this as thread to store alpha user feedback). No organization. Just whatever...
Claire's first impression was "app icon looks to blah. Color is too faded." After install, "had to do kid stuff. Doesn't have time to play. Probably tomorrow or over weekend."
Todor's first feedback was "colors too dull", "there's no leaderboard [and other obviously missing features]"
Crystal first feedback was "menu buttons should be rounded" "wish she could undo moves" "couldn't get back to main menu" "where's my score?" She read instructions (coz she's testing), but thought no one would. She quickly got the game by just playing. She thought it was pretty fun after she spent the time learning by trial and error. Her friends probably won't play it. Think's it's more for smart ppl to show how smart they are. She ended up playing and wanting to beat it, but later admitted only because I made it.
Viraj's first reaction: "Hey Travis would this work iPad? Funny thing is I really don't know how to play chess but thinking of learning." Second day, he emails back "Travis still have to check it out but question why this game? Or type of game? Would something like the infamous flappy birds be a better way to go? Easy to play, addictive etc." He still has not starting installing game.
Michael's first reaction was that game was "annoying" because moving pieces was hard. (It has a lot to do with pieces being too small on the phone.) After he got over that, he said it was a "cool game." He played 1/2 the game and went back to work. He doesn't game much, and only plays the occasional hits that makes it to him by word-of-mouth. He compares it to "Three's" and "Letterpress" and thinks the game needs something. Overall, he didn't appear hooked. Said game was "opaque" like Chess; in other words, a player can't tell where he's at or or how well he's doing.
Jakob (14 yr old) downloaded and played. First remark was "it's fun". When asked to give it a 1-10 for a mobile game, he said "a solid 6 or 7", but said "it can get redundant" (like a chess, fun for 1-2 hours than it gets boring.)
Chip (game PM and reviewer). He pretty much said same things everyone did. Game needs polish (icon, menu, etc.). Handling the pieces is kinda hard. When asked about how it will do and if we should continue on it, he was the most direct so far. "probably won't be a sleeper hit". "I'd say polish a little, and move on to a new project."
Swapna says she'll try the game, but hasn't and probably not excited to. She recommended making something social with badges, etc., because that's huge now. She offered to pester Amit to try it, but I told her "No." I'll save his attention that for a bigger hit.
Turn this into a progressively harder puzzle game if we want to give it a chance. Most people do not have the patience or desire to learn and play a board game on their mobile device.
Ancient Viking board game and "chess" has little appeal. Turning it into a modernistic, minimalist design or funny theme and calling it "Escape" makes more sense.
If we can get people to really sit through the learning process and play it, they think it's fairly fun, but no one is hooked
There hasn't been any eager feedback or hint of addiction responses, which means this game will be somewhat of a dud.
Lessons Learned
Use this to record lessons learned.
Next time, like most other people, just put the app in the iTunes store. Beta testing is a big effort, and much better primarily for QA, not UX testing.
People's expectations for polish and completeness for games is really high. Next time, don't distribute in any fashion until kinks are worked out.
Follow our hunches. So far, they all have been mostly right.
People need a lot of visual rewards and standard game design stuff (a path, score, levels, etc.) to get hooked.
1) Polish up Tafl and add multiplayer. Try to market to chess types and get player community going. 2) Turn Tafl to puzzle game, Reskin to funny theme with animations, and improve AI. Try to go mass market. 3) Beef up AI and other board sizes and launch the best Tafl single player game on market. Try to market to boardgame and smarties. 4) Just polish and ship. It's our showcase. Work on next game.