Thanks for all the support everybody.
Lots of head-nodding and gratitude in general on my end. A very few brief responses:
1. I feel like giving the testers a free copy of the game is the freaking least that we can do for all the help they give. Also, short of revoking your license keys (which would be a real dick move on my part), you already have the game, so I'm not going to take it back or something.
2. If folks who are testing the game want to "pay" for it, the best way for us is honestly a
"tip". We get between 98% and 100% of what you tip, depending on where you live. The next best for us is the Humble Widget, where we get 95%, and then our site (fastspring) where we get 92%, and then everything else other than that is 70%. Not that I care where you buy it -- buying on Steam or GOG or whatever helps us get more featured, which in turn helps us get more visibility and more notice from other folks. So that difference in income there is something that is greatly made up for by the added exposure, which is just absolutely critical for us.
3. Folks who do come and test and don't like it and walk away with just a brief first impressions post and nothing else (and sometimes not even that) do bother me. I don't hold a grudge or something, but I would like to have a tad more. The first impressions posts are extremely hard for me to read emotionally most of the time, and I have to be in just the right frame of mind. I'm not there yet. If the items in there can be translated into mantis issues, those are concrete non-emotional things that I am much better equipped to deal with. As soon as I start getting too emotional in my reactions, my productivity goes down and that's not good for anyone. Mostly that's my job to keep in check, not anyone else's responsibility, but it's an inherently stressful situation for anyone to be in my place about now.
4. Folks who come and test and don't like it (and don't value sticking around to try and help tinker) and go away and then come back later I am SUPER grateful for. I'd actually rather that happen at this stage of the game, versus them pushing on more through something they don't like. I'd rather have a fresh "second impression" (so to speak) after they are away from the game for a while and the game has mature and become more clear. That's a lot more fun for that person, and a lot more useful to me, too. Win win.
5. Those people who stay and help tinker I'm of course forever indebted to with these sorts of betas. You guys rock. But I hope the only ones who stay are the ones who legitimately enjoy that sort of process. And that does seem to be the case universally, which is awesome. In other words, for anyone who does NOT enjoy that process, I'm not trying to guilt you into staying and tinkering. If you don't enjoy tinkering, I'd rather you take the path of #4.
6. Testing of this sort takes all kinds, and I don't expect or wish for everyone to act the same way or give the same... "brand" of feedback, I suppose I should say. Some people are all mechanics-focused and don't really comment much on the fun factor, and that's fine. Some people are helping test system specs and performance and not much else, and that's fine. Some folks are all about the spelling and grammar and so forth, and that's fine. Some are all about the "fun or I'm leaving" and that's super useful in its own way. Some are about the "confusing or I'm stopping for now," and that's actually super useful too (please do mantis the points that confuse you in particular, though -- that's the most helpful of all, because otherwise I have to just guess). We have the people who are pure bug-hunters, and the people who are all about interface polish. We have people who are a mix of many of the above styles. I wouldn't want to do without any group out of the above, because all of them look at the game from different -- and very important -- areas.
7. One major area that is lacking at the moment in feedback is honestly on confusion. I know that a lot of that boils down to "there's no tutorial yet" and "too many things are unexplained." And so it's tempting to go "I'll come back when those things are in." But from my perspective, I don't want to over-coddle players and tell them things that are obvious. There's nothing worse than a game that's like "here's how you move the mouse. Great! Now click the button." That just gets people to skip the tutorial. So knowing the parts that confuse you NOW will help me make better tutorials in the coming month so that when you come back there's a lot more clarity. I know that there are a lot of first impression posts that have this sort of thing embedded in a narrative format, but that's hard for me to parse right now. When it comes to tutorial time I'll have to go back and parse all those, or get Josh on our staff to more likely, but having mantis issues would be a big help.
Thanks everybody!
Chris