G'day folks! Do you know what's the best way to spend your game dev time, money and effort with maximum efficiency? Prototyping. There's an incredible lot of progress you can make with simple primitive meshes, some code, and a nose for where the fun is at. When you nail the feel and mechanics of your game, all that's left is building the art and beauty on top of it. Sometimes it's hard to find the right way to go, maybe you've been working on it too long and you can't see the forest for the trees. That's when you need someone else's opinion. Preferably more than one. I always like to see prototypes from AAA games. Not just because it's a lot of fun to see the difference between the prototype and the final product, but because it shows that even the best game designers use prototypes and get feedback from eachother to improve it. Here's an awesome video on God of War's development, showing how mechanics and levels were prototyped with simple geometry before committing precious resources to beautifying them. AAA studios have large teams, different departments, QA teams and all kinds of different people sharing knowledge to improve every aspect of the game. Indies? We just have eachother Do you think you could benefit from free design feedback for your work in progress project? Then you've found the right thread! Feedback Friday runs from Friday to Monday every week. What To Show Minimally Viable Product (MVP) - Core game play > everything else How To Scope Small (Unity tutorial) Post a link to a playable game, preferably WebGL. If you don't have a playable game, post something substantial, not just text. How To Ask For Feedback Be concise. Specify what you want feedback on and what you don't. Resist the urge to write an immediate defense. Take the time to understand their points. Remember that your friends here are taking time out of their busy schedules to help you for free. How To Give Feedback Be positive. There's something of value in every game. Focus on the design, not the designer. Feedback Friday #172 is here.