Make it shiny

So you’ve been given feedback. Some of it was useful, some less so. there’s opinion in there, there are ideas in there, there are bug reports in there.

Remember, polishing is the act of removal of imperfections and the smoothing of cracks to create a smooth end result.

The trick is determining which elements of feedback are worth implementing and which are worth ignoring – even though they may be good ideas. You want to avoid new features or large scale changes at all costs.

Things like “Have you considered this…” or “it’d be better if it did this thing” or “If it were my game, I’d do this” These are broad ranging comments which have the potential to send you into a feature creep spiral.

Bug fixes are the priority. If something is broken, i.e. not working as designed – get this fixed as a priority.

The next thing once your bugs are fixed, is tweaking the game based on the feedback you received.

Look for things like “This part was too hard” or “I was lost at this point” or “The controls didn’t feel responsive enough”

These are observations within the context of the game’s scope and can be addressed without breaking the original design.

You can use this time to improve any graphics or effects too. All with the desire to make your original vision come to life.

Choose the name

You should avoid choosing the name for your game until you reach this point. The reason is simple.- It’s a waste of time and it means nothing until you’re right at the end of the project. So why do it?

Games are often developed under a code-name. This is used as a tool for conversation.so everyone can communicate in the same context.

Once you’ve reached this point in the project you have a clear idea as to the mechanics of the game, the feel of the game and the best way to describe your game. You can use the feedback you receive to come up with a great name for your game. Then it’s just a matter of implementing it as part of your polishing regime.

In the end

Once you’ve finished polishing your game, you should be able to see the physical embodiment of your initial game vision and if done properly, it should match your initial design document perfectly. Just like the lego model  matches the instructions and the house matches the architects plans.

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