Playtesting is an exciting time for us. It helps us gauge whether a puzzle is too difficult, too easy, too short, too long. We also get feedback on “fun”, the all important yet sometimes illusive quality that makes games what they are. But, here’s the thing – we’re showing Contrast to people we know, who like us. It’s not too scary.
Want to know what is? Demoing Contrast live to an audience, which we did for the first time on 22 January. 400 industry members showed up to the IGDA Montreal 2013 “Demo Night”, where a wide range of developers showed their upcoming games live, for the first time.
We were incredibly nervous. Although we announced Contrast in March 2012, and went on Greenlight in August, we’ve had two years of full time closed doors development. We didn’t know how people would react. The whole team was there, eager to see the reaction. Would they like us? Would something terrible happen? Would people just say “oh, the shadow game? Yeah, it was okay.” Ambivalence, in this industry, is soul destroying.
And their reaction? Well… it’s pretty cool when your game makes the audience gasp. But don’t take our word for it:
Contrast was received very, very well. Guillaume spoke passionately, Derek (our producer) had a flawless demo (he didn’t die once) and we even had spontaneous applause at one point. Spontaneous applause is cool. We are super motivated to make this thing the best experience we can.
But to end this post, we want to shout out to the other developers who presented at the Demo Night. It was a real pleasure exhibiting with and meeting you all. As Guillaume said in the presentation, seeing how passionate everybody is about gaming is the reason we’re in this industry. Thanks guys.