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This is 3/3 of this month's Q&A. Folks in the 🔵 and 🟣 tiers will get the opportunity to ask new questions in the last week of the month

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September Q&A 3/3: Types of Testing, and Too Early For Art?

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Supermutt Games (Brandon)

Thanks so much for answering this question! There's a lot to chew on here, and I think the point that you need to prove out the selling point as soon as possible is something I've always felt instinctually but have never been able to verbalize. I've always struggled to get excited by grey box prototypes, even "good ones", but as always, purpose is a really key thing in everything we do. Dinoblade probably couldn't be grey boxed in a way communicates the vision. Similarly, there's another game, Leafborn https://www.instagram.com/leafborngame/ , where they really nailed the character and leaf physics before adding anything else, because that's clearly the entire point of the game. Also a good reminder to a have a clear idea for your game before prototyping instead of just saying "it'll be like Tunic I think". Also love those 4 design lenses from IDEO. Appreciate ya!