Common Feedback Bugs and How to Fix Them
Common Feedback Bugs and How to Fix Them
The launch of our latest roguelike, “Echoes of the Void,” was a milestone. Months of late nights and endless iterations culminated in this moment. The initial burst of feedback was intoxicating. Every bug report felt like a small victory, a step closer to perfection. There’s a quiet satisfaction in tackling an imperfection, a meditative rhythm to refining something you’ve poured your soul into.
We received hundreds of comments, forum posts, and direct messages. The sheer volume was overwhelming, yet exciting. This was exactly what we needed, we thought—raw, unfiltered player data to guide our next steps. But soon, a new kind of “bug” emerged: feedback that, while earnest, seemed to pull us in conflicting directions or offered solutions to problems we didn’t quite recognize.
Identifying Feedback Bugs
Navigating player feedback is an art, not a science. It’s easy to get caught in the trap of addressing every suggestion, leading to feature bloat or a diluted game vision. We learned to categorize these tricky inputs.
The Solution Masquerading as a Problem
One common “feedback bug” was players suggesting specific mechanics rather than describing their frustration. For example, many players wrote, “You need to add a dedicated dodge roll button.” This wasn’t a problem statement; it was a proposed solution.
The underlying issue, we discovered through deeper analysis, was a perceived lack of evasive options during combat. Players felt too vulnerable. A dodge roll was one way to solve it, but not necessarily the best fit for our game’s methodical combat pace. We had to ask, “What problem is the player trying to solve with this suggestion?”
The Conflicting Desire
Another challenge came from contradictory feedback. Some players demanded “faster, more chaotic combat,” while others pleaded for “slower, more strategic encounters.” Both groups were passionate, and both made valid points from their individual perspectives.
Trying to satisfy both simultaneously would lead to a muddled experience. This category of feedback highlights the diversity of player preferences, reminding us that we can’t please everyone. Our task was to discern which desires aligned with our core game vision.
The Vague Complaint
Then there were the comments like, “Combat just feels off,” or “The UI is clunky.” These were the most difficult to action because they lacked specificity. They pointed to a feeling of dissatisfaction without providing any concrete direction.
We needed to dig deeper, asking “What specifically feels off?” or “What part of the UI is clunky, and what makes it feel that way?” Without this clarification, acting on such feedback would be a shot in the dark.
The Analysis Phase
Deconstructing feedback became a systematic process. We began to ask a series of questions for every piece of input, especially the “buggy” ones.
First, we’d identify the source of the feedback. Was it from a seasoned roguelike player or someone new to the genre? This helped us contextualize their expectations.
Next, we’d strip away any proposed solutions to uncover the root problem. If a player said, “The cooldowns are too long,” we’d reframe it as, “The player feels disempowered due to ability downtime.” This simple reframing shifted our focus from a specific number to a player experience.
Then, we’d cross-reference the identified problem with our game’s core design principles. “Echoes of the Void” was designed around deliberate, tactical combat. A “dodge roll” might solve the vulnerability issue, but would it compromise the deliberate pace we aimed for? This step was crucial for maintaining our vision.
Finally, we’d look for patterns. Multiple players expressing similar underlying frustrations, even with different proposed solutions, indicated a genuine area for improvement. One player’s vague complaint might be ignored, but ten similar vague complaints hinted at a systemic issue.
Strategic Implementation
Translating validated feedback into actionable tasks required a careful approach. We couldn’t just throw new features into the game. Small, iterative changes were key.
For the “perceived lack of evasive options,” we considered several alternatives to a dodge roll. We experimented with a brief “phase shift” ability, allowing players to briefly become invulnerable and pass through enemies. This maintained the deliberate pace while offering an escape. It was a subtle but significant change that aligned with our design principles.
For the “conflicting desires” regarding combat speed, we realized we couldn’t satisfy both extremes. Instead, we focused on refining the existing combat loop, making the “strategic” elements more impactful and visually rewarding. We doubled down on our core vision rather than trying to be everything to everyone.
For the “vague complaints” about the UI, we conducted targeted user tests, asking players to perform specific actions and describe their thought process. This quickly revealed specific pain points, like the inventory management flow. We then iterated on those specific elements.
Throughout this process, we adopted a habit that transformed our feedback handling: documenting everything. We created a game dev journal where we logged each piece of feedback, our analysis of it, and the decisions we made. This included notes on why we chose a particular solution or why we decided not to implement a suggestion. This journal became an invaluable resource, helping us track game development progress, stay consistent with our devlogs, and organize our creative process. Start cultivating this habit today with our Game Dev Feedback Journal.
Cultivating Your Feedback Garden
Proactively seeking the right kind of feedback is just as important as analyzing what you receive. We started asking specific, open-ended questions: “What was the most frustrating part of the last combat encounter?” instead of “Do you like the combat?”
Embrace imperfection. Every piece of feedback, even the “buggy” ones, offers an opportunity for learning. The journey of game development is iterative, a continuous dance between creation and refinement. Cultivate a reflective practice, and let your game evolve thoughtfully, guided by insights, not just suggestions.