Dev Journal: Playtest Report
Author: AbbeyAdriaan,
published 9 months ago,
In December, we organized a playtest to prepare ourselves for the big jumps ahead. Over 800 of you played Reus 2, which is a great number for us! It was a pretty rough version, but even so, there was a lot of interesting stuff we collected! Let's go over some facts!
[h3]We got almost 200 survey answers[/h3]
This surprised all of us! 1/4 of all players giving constructive feedback is much more than we're used to seeing! Some wrote paragraphs of text, while others were more concise. On top of that, there were many good discussions on the Reus 2 Discord. So from the whole team; thank you very much for the feedback!
[b]Conclusion[/b]: You are dedicated to see Reus 2 live up to its potential! Exciting!
[h3]The median playtime was 36 minutes[/h3]
Half of the players played more, and half of the players played less than 36 minutes. This was a positive for us because the demo was lower. The average was even higher: 1 hour and 46 minutes! Wow! There are already over 1400 hours of Reus 2 played! These are great numbers for us, because the game is far from finished and missing 80% of the content. The game is fun, even when there is no progression. Many planets were created:
[img]https://clan.cloudflare.steamstatic.com/images//44092750/6036177f2a26836e084bb10a2e3bfec9ba5009e2.gif[/img]
The playrange had something worrying though: 15% off all players didn't play more than 6 minutes. We got some work to do in making a smooth entrance, although we first want to make sure that the game is super replayable and fun for those who got into it quickly. No need to streamline it into oblivion.
[b]Conclusion:[/b] The game is turning out to be very replayable, but we got work to do on the start.
[h3]We experimented with different goals[/h3]
Talking about streamlining: we experimented with different goals for the game. This time, instead of getting the most out of your Eon like in the demo, you had to complete a set goal. This made it easier to explain to new players. However, veterans disliked this new system, and for a good reason.
Instead of winning by making the most out of the planet, you won by achieving the goal the most efficient way. The less biotica you placed, the higher the score. But Reus 2 is about bringing life, not scraping by!
[b]Conclusion:[/b] We returned the highscore aspect of the game.
[h3]8% of the people did not play the original Reus[/h3]
This one is important to us! If we want Reus 2 to succeed, we need to have a lot of people enjoying the game. 8% is still low. We're not worried though, because we believe that with a good game the existing fanbase will carry it forward! We make the game for Reus fans first, and if that rocks, the rest will surely come!
[b]Conclusion:[/b] We're not appealing much to non-Reus fans... yet!
[h2]New features on the Horizon[/h2]
All in all, we learned a lot from all the feedback you gave us. We already changed some important things, and more features are coming. We also didn't talk about the many new things added to the game, but we'll leave that for a next time!
Hope to see you soon!
- Adriaan and the monks from the Abbey
[img]https://clan.cloudflare.steamstatic.com/images//44092750/89b806798decc22a9e128a04e703d29102aa8129.jpg[/img]