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Hi there!
As you might have noticed, our weekly devlog skipped a beat! Indeed, last week, as announced on our social networks, there was no news because we were too tired from a very busy week. What happened? Well, mostly we got on TURBO mode to ship a playable build with everything we really wanted people to try at a "playtest" evening gathering at our coworking space. A beautiful space shared with our friends from Nova-box, Ctrl Freak and Zaka Services.
After having a couple of friends try the game the day before, we already had plenty of notes on our whiteboards. We fixed and tweaked the game to almost all of their feedback, before the evening. But we were sure people will bring up a lot of stuff to our attention. Playtesting is a very important part of game development as development is often a big tunnel that you enter with great ideas and get out with no idea if they actually work or not. The biggest problem being that you know way too much about how all of it works and you really can't be sure if people will "get it" right away.
The evening went great! People could play the first three missions of the game and they liked it a lot! Especially the multi-tasking situations, the drive feeling, the visuals, etc. Of course we can and will continue to improve things. We already addressed most of what tricked people a few times. We also have a couple features that are not implemented yet, like the City Town Hall, that will help people get around easier and faster.
If you want to play the game and are in Angoulme, see you tomorrow at Spawn Festival!
Otherwise, just wait a couple of weeks - probably - for us to finish a few things and you'll be able to play at home the demo of Highway to Heal! See you next week!
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