Last friday we presented a small demo build of Stirring Abyss at a local IGDA meeting. The night was a great success over all, with a lot of constructive feedback and many impressed visitors. Mostly, it was an evening of learning: we learned more about the game and its issues, and benefited from the experience and knowledge of other developers.
The theme of the meeting was “Women in Games”, and the night kicked off with an interesting panel discussion with Karoliina Korppoo from Colossal Order, Sonja Ängeslevä from Unity, Eevi Korhonen from Remedy and Agnieszka Besz from RedLynx. Attendance was high with well over a hundred people present, and visitors arriving from all over Finland. The event was organised by IGDA Turku, and we want to thank the organisers once again for their hard work!
We set up our little testing corner, and found out to our surprise that we were the only company demoing a game at the event. This combined with the unusually high attendance meant that we had a busy night. Although many confessed the demo was not exactly their type of game, everyone seemed to find something to like about it.
For other indie developers, I would definitely recommend looking into the possibility of demoing your builds at local IGDA meetings. It is by no means a replacement for consumer testing or unit testing, but it’s a nice way to get quick feedback. Based on our experience, you can especially expect to get suggestions regarding usability and UI design.
As for Stirring Abyss, that’s one small milestone down, but the big ones are still ahead. We’re diving right back in: we’ll fix what needs to be fixed, and continue to implement all the cool new features bouncing around in our heads. Look forward to some more reveals about the game in the coming months!
“It is absolutely necessary, for the peace and safety of mankind, that some of earth’s dark, dead corners and unplumbed depths be let alone.”
– H.P. Lovecraft, “At the Mountains of Madness”