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Independent Games Summit: 'Streets of Rogue': How a Tight Player Feedback Loop Can Fuel Your Success

Matt Dabrowski (Game Developer, DogHelm Studios)

Pass Type: All Access Pass, Core+Summits Pass, Core Pass, Summits Pass, Expo Plus Pass, Expo Pass, Audio Pass, Independent Games Summit Pass - Get your pass now!

Topic: Advocacy, Independent Games

Format: Session

Vault Recording: TBD

Audience Level: All

Streets of Rogue is a one-person development effort with an unusually open-ended design. Community feedback was absolutely essential in helping to shape the gameplay, provide a level of balance that probably should have been impossible, and weed out hundreds of bugs that resulted from players' unique meddling with the emergent game world. This high level of player involvement also helped to shape the positive narrative surrounding the game in reviews and online forums.

All of this was accomplished with a relatively small amount of effort on the developer's part, and without the need for community managers or other external involvement. This talk from Streets Of Rogue creator Matt Dabrowski provides tangible advice to small indie developers on how they can get out of their bubble, make the most out of their game's community, build trust, and improve their game.

Takeaway

Learn the different methods that the Streets of Rogue developer used to take in feedback, what feedback to expect and how to handle it, how to make the most of limited time/resources for dealing with feedback, and how to leverage community involvement to improve perception of your game.

Intended Audience

This talk benefits independent developers and small studios interested in involving the community in the development of their game. This should be particularly useful for those entering Early Access or releasing alpha/beta versions of their game.