
How (Not) To Handle Player Feedback
A personal frustration with the games industry is how often we fail to derive useful lessons from past failures.


Clark
•
6d
Nice to see you post after a while!

William F. Edwards
•
6d
With fighting games and feedback the recently released Invincible VS has the odd situation where it was designed to have simple inputs, but fighting game player backlash resulted in them adding a motion input option. Which had led to some people noting in the full release how you can tell the motion input mode was the one stapled on later. As always I feel motion inputs are getting over emphasized by both sides, and that maybe it's time people admit quarter circles, 360s, charge inputs, and pretzel inputs are not the same.
At this point I roll my eyes whenever some new fighting game talks about how they have so and so pro player as a consultant or such. Especially platform fighters with competitive Smash players, the group that understands Smash the least. Wavedashing isn't even my most hatred Melee mechanic (that's L/Z-canceling), but I'm so sick of games thinking they can use it as a back of the box feature and claim to be for 'casuals.'
Anyway this is an interesting time for me to read this, as I recently submitted a game to a game jam and am now waiting for the feedback that will come once judging is over. At my level just getting feedback is a challenge in itself, my local is not an unbiased source, but for something like this they are definitely the target audience at least, most likely to actually play a random indie on itch.io. Here's hoping I can avoid the avoidable pitfalls at least.
















































































