What was the most useful feedback you received before launch?

Chenitha

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I'm curious about something from other indie developers.

Was there a piece of player feedback you initially disagreed with, but later realized was actually important?

What did you change because of it?
 
Another lesson is that feedback that you may not agree with might actually be right in some instances users have seen something that has created friction in their experience and it is something that the developer sees but the user does not see.
 
I'm curious about something from other indie developers.

Was there a piece of player feedback you initially disagreed with, but later realized was actually important?

What did you change because of it?
I learned waitlist pages are meaningless. They're free, so people will sign up, but it's not proof people will use/buy your product. Instead, I just launch the actual product and see if people actually pay. That's the best test.
 
The most useful feedback is usually about things you assume are obvious, A few testers struggling with the same feature is a good signal, even if it feels fine to you as the developer.
 
I'm curious about something from other indie developers.

Was there a piece of player feedback you initially disagreed with, but later realized was actually important?

What did you change because of it?
Are you developing a gambling app? Most people use gambling websites, so u can't contribute ideas here.
 
If several testers struggle with the same feature, it's usually worth taking a closer look instead of assuming it's just user error.
 
A tester told me the UI felt overwhelming and that too much information was presented at once. I thought experienced players would appreciate having everything visible, but I eventually realized new players were spending more time reading the interface than actually playing. I simplified the HUD and moved secondary information into optional menus.
 
that kind of feedback can actually reveal issues you’ve become too used to seeing yourself..
 
For me, it’s usually simple feedback like “people won’t understand this right away.” Fixing those little things before launch can save a lot of headaches later
 
I once thought everything was ready, then someone testing it pointed out the exact part I had made confusing. Sometimes an outside perspective catches things way faster than the person who built it
 
I'm curious about something from other indie developers.

Was there a piece of player feedback you initially disagreed with, but later realized was actually important?

What did you change because of it?
Yes, sometimes external criticism may highlight an aspect of friction which u have stopped noticing simply becuz you have been working on the same product for many months. In my opinion, it is always the repetitive criticism by different testers that count
 
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