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I just changed my entire game

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    Hi, my name's Mark and I am making a 
    video game called Mind Over Magnet,
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    a delightful puzzle platformer 
    about, you guessed it, magnets.
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    Now, when I returned to game development after 
    my Christmas break, I noticed a very interesting
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    button in my Steam Developer Dashboard 
    thingy that I can't show you due to NDAs.
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    Basically a button to submit 
    the game to the next Next Fest.
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    This is Valve's online games convention 
    where developers can share demos of their
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    upcoming games and it's proven to be 
    a pretty powerful marketing technique.
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    I mean, look what happened to 
    the very addictive poker-based
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    roguelike game Balatro in 
    the last one in February.
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    So I knew I had to submit Mind Over Magnet 
    to the next Next Fest happening in June.
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    I just needed to create a trailer, make a demo,
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    and fix one very annoying thing about my 
    game that's been bugging me for months now.
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    Let me explain.
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    ♫ Music ♫
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    Okay, so my game is pixel art, right?
    But the sprites are pretty big.
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    I mean, compare Magnus to Mario, or Madeline.
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    This means that a typical room 
    might fill up 1280 by 720 pixels.
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    So if you're playing on a really old 
    720p monitor, great. Pixel perfect.
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    And if you're playing on a nice 
    1440p monitor like I do, cool.
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    We can just double all of the pixels.
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    And if you're playing on a really nice 4K 
    TV, then I can just triple all of the pixels.
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    But what about 1080p, the most commonly used PC 
    screen resolution according to Valve's surveys?
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    Well, that's a bit tricky because 
    that's 1.5 times bigger than 720p.
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    And, well, there's no such thing as half a pixel.
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    Now there's a few different 
    solutions to get around this problem.
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    One is to just let Unity figure it out.
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    Like add an extra pixel here and remove an extra
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    pixel there to make all of those half 
    pixels fit onto a full pixel grid.
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    But as it sounds, that's not perfect.
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    And things can look really squiffy and ugly,
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    especially when it comes to 
    angles and curved surfaces.
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    Another solution is to use anti-aliasing 
    to feather all of the edges.
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    But now everything looks blurry and it's no 
    longer that crisp, retro-looking pixel art.
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    And solution three, or C, forgot what we're doing,
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    is to keep the pixels as they are but have 
    a stonking great border around the screen.
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    And now everything is small and zoomed out.
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    Now I tried all of these solutions.
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    I put in a setting in the menu for pixel perfect 
    mode that would add borders around the screen.
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    I coded up a system so it 
    would systematically only
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    add anti-aliasing if the pixels couldn't 
    be multiplied by a nice round number.
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    And at times I wondered if maybe 
    players just wouldn't notice the ugly,
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    squiffy pixels and it was just a me thing?
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    But ultimately it felt like I was trying 
    to find the least worst compromise.
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    And I spent a long time going back 
    and forth between these things,
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    trying to find one of these three solutions that 
    would kinda, almost, sort of work for the game.
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    Now of course there is a fourth solution 
    but I don't even want to think about that.
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    And I mean it would work but 
    I don't even want to say it.
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    Okay fine, I'll say it.
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    I could get rid of all the pixel art and replace
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    all of the graphics in the game 
    with brand new 4K ready artwork.
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    But that... but that would be mad, wouldn't it?
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    So I replaced all of the pixel art in 
    the game with brand new 4K ready artwork.
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    I took every sprite, tripled it in size,
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    and then remade it using Photoshop's vector 
    tools like the pen tool and the shapes.
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    That's every button, every door, every decorative 
    object, every magnet, every UI element.
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    And you know what?
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    It didn't actually take as 
    long as I thought it would.
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    I mean my pixel art is already pretty chunky 
    and made up of simple shapes with basic colours.
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    I also chose not to use this newfound pixel real 
    estate to add in extra details because I wanted
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    things to still be super readable when crunched 
    down to a smaller display like the Steam Deck.
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    And I also chose not to remake the background art.
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    Instead I kept that as pixel art and just threw 
    on a depth of field filter to blur it out.
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    But no one needs to know about that, right?
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    That can be our little secret.
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    And after all of that work I'm actually 
    really happy with how the game looks now.
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    Magnus has way more charm and character.
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    The game no longer looks like yet 
    another generic pixel art indie game.
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    And the game just works.
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    You can put it on a 4K TV 
    or a 1080p monitor or the
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    small screen of a Steam Deck and it just works.
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    It just works.
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    And the funny thing is, in the 
    end I probably spent more time
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    trying to find a good compromise than 
    I spent just remaking the art assets.
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    And so I've learnt a really good lesson from this.
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    Well, two lessons.
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    One is just plan ahead.
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    I made the sprites long, long, long before I made
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    the final camera system and just kind 
    of hoped that they would work together.
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    They didn't.
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    I mean, there's this button in Unity for 
    a pixel perfect camera and I kind of just
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    assumed I could turn that on and things 
    would be perfect, which is dumb and naive.
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    That is not how it works but I know that now.
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    But the other lesson is sometimes it feels 
    like a good idea to try and find a compromise
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    or a loophole or a workaround but 
    that's kind of the lazy way out.
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    And sometimes it's just better 
    to bite the bullet, knuckle down,
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    and do the hard work to make an actual real 
    solution that's going to work properly.
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    So in the future I'm gonna save myself some time 
    by just skipping ahead to doing the real solution.
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    Okay, so with that kind of a nightmare out of
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    the way it was time to move on to 
    the next thing - making a trailer.
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    Now this is something I've put off 
    for a long time simply because my
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    game just isn't done yet so there's not 
    a lot of stuff to show in the trailer.
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    I mean I finished World 1 but if I just show 
    that then the whole trailer is gonna be the
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    same footage of the same turquoise-y sewer 
    system over and over again for two minutes.
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    Not a good depiction of what 
    my game is really about.
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    So I decided to use the ancient 
    art of "fake it until you make it".
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    Quite literally make it in this case.
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    Because I've got a load of stuff that isn't 
    quite done yet like these levels that haven't
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    been playtested and are currently using the 
    blueprint background design I use for development.
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    I've got some half-finished backgrounds and
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    some different mechanics that 
    aren't implemented fully yet.
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    If I throw all that stuff together I can make 
    some content that isn't 100% going to be in
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    the final game but is pretty indicative 
    of what the game is going to be like.
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    Side note, I actually think I did 
    too good of a job with this because
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    after I posted the trailer I got 
    a number of comments from people
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    congratulating me on finishing the game 
    which I will take, thank you very much.
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    It's not actually done. It's all fake!
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    So with this new content I then recorded 
    myself playing through those levels.
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    I didn't have any music on but I did keep the 
    sound effects on so those can be in the trailer.
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    Also, at the risk of talking 
    more about screen resolutions,
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    I recorded everything in 4K but 
    the trailer is only 1080p so I
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    can crop the most interesting bits without 
    having to zoom in and lose image quality.
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    I then threw this footage into Adobe Premiere and 
    cut out all of the most interesting little clips -
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    you know, interesting animations or depictions 
    of mechanics or narrative beats or whatever.
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    Now as for music, I do actually finally have a
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    composer for the game now so I can 
    shut that very large Google form.
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    Thank you very much for 
    submitting your name, everybody.
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    They're not quite ready to work on the game yet
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    so for this trailer I just went to my 
    favourite audio source, Epidemic Sound.
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    And the cool thing about Epidemic Sound 
    - and this video is not sponsored by
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    Epidemic Sound but if you go to the 
    description and hit my link I will
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    get paid by Epidemic Sound - is that when 
    you download music you don't just get the
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    full song but also the individual stems 
    like the melody, the bass, and the drums.
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    This meant I could isolate the drums and have it 
    so the footage changes on the drum beat like so.
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    In terms of the narrative arc of the trailer,
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    I start with just really simple stuff like 
    using the magnet beams to lift up blocks.
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    Then I slow things down to introduce Magnus 
    as a character, then show what Magnus can
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    do as a game mechanic, and then have a 
    rapid fire montage of other stuff you'll
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    see in the later half of the game like other 
    magnets, other mechanics, and other worlds.
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    And then end with a nice call to 
    action to wishlist the game on Steam.
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    Now this is not the best trailer ever made - I put 
    it together in like the course of a single day,
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    I also don't have a huge amount of footage 
    to use, and I'm simply not Derek Lieu,
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    you know, the guy who makes all of those 
    awesome trailers for every indie game.
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    But I think it serves its purpose for now.
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    And also I posted it on YouTube 
    and other socials and it pushed
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    the game past 30,000 wishlists which is 
    pretty good before Next Fest even begins.
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    And then finally there's the demo.
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    Now I'm not 100% sure how much 
    stuff I want to have in the demo.
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    Like the trailer, if I just 
    have world 1 in the demo,
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    that's not going to be very indicative 
    of what the whole game is like to play.
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    So maybe it should also have world 
    2, or half of world 2, or whatever.
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    So I need to start making some of that.
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    But in any case, I think I just need 
    to get working on finishing this game.
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    Because like, going back to Balatro, you 
    might have noticed that the game built
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    up a huge amount of hype during Steam Next Fest, 
    and then launched for real a couple weeks later.
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    Pepper Grinder is kinda similar:
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    it's launching about one month after 
    the end of its Steam Next Fest debut.
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    And so if I'm going to showcase 
    my game at the Next Fest in June,
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    I should probably look to 
    release it in July or August,
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    and that's not hugely far in the future, 
    and so I'd better get on with this game!
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    Now in the last few weeks I 
    have discovered a pretty good,
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    not to sound too grandiose, production 
    pipeline for getting this game done.
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    It's very much inspired by 
    Valve's approach to making Portal,
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    which I discussed in that video 
    on Valve's playtesting philosophy.
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    It basically works like this.
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    On Tuesday through Thursday I 
    work on new content for the game.
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    New levels, fancy new backgrounds, or 
    new cutscenes. Anything new for the game.
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    On Friday I work on bug fixing.
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    I take a few items off of my 
    ever-growing Trello to-do list
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    and try to find a good way to solve that 
    bug, and then do some more bug fixing.
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    And then at the end of the day I take what 
    I have, test it, and export a new build.
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    I then give it out to some playtesters,
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    usually like a few randos on Twitter, 
    but a maximum of three playtesters.
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    Then on Monday I check my Twitter DMs 
    to find some nice playtesting footage.
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    I watch the whole video through and make as many 
    notes as possible for things I want to change,
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    like bugs, or places that need more polish, or 
    levels that are too easy or too hard or too fiddly
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    or have some exploit that I didn't foresee 
    when I was developing that part of the game.
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    Now I've had some version of this process 
    throughout the game's development,
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    but I feel like I'm really perfecting it now.
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    Like, in the past, I've given 
    builds to too many people in one go.
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    That just ends up with way 
    too much footage to watch.
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    It's just overwhelming, and if one person 
    stumbles upon a bug or an exploit it's
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    really painful and not very useful to then see 
    that same thing crop up in nine more videos.
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    Also I've given out playtest builds in the 
    middle of the week, and then I'm just kind
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    of stuck because I can't do anything 
    until I get the playtest footage back.
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    So doing it on Friday means people play the game
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    over the weekend when I really should 
    be taking a break and playing Balatro.
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    And so with this process the game 
    is really starting to take shape.
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    New content starts out a little bit rough and 
    experimental but then quickly gets playtested,
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    and stuff that's been in the game for 
    a long time, stuff in the early levels,
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    has been seen by so many playtesters 
    and had so many little tiny tweaks
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    and bug fixes that it's now starting 
    to get seriously polished and good.
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    And so with this process I feel 
    somewhat confident that the game
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    will be done shortly after its Next Fest showcase.
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    But I can't do that if I'm standing here 
    rabbiting onto you about what I've been doing,
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    so it's time to get back to 
    development for some time.
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    I've got to run a playtest, 
    or watch playtest footage,
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    or make new content for the game, 
    or do bug fixing or play Balatro.
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    See the aforementioned schedule, compare it 
    to today's date, you'll know what I'm doing.
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    As always GMTK Patrons can play the latest 
    build whenever they want but if you're not
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    supporting the show financially - and I mean 
    why not - you can just wishlist the game
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    now on Steam and you'll be notified when the 
    demo is available during the next Next Fest.
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    Thank you so much for watching 
    and I will talk to you soon.
Title:
I just changed my entire game
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Video Language:
English
Duration:
15:24

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