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Here is a negatively-framed video essay describing best practice in playtesting a game and then producing a demo in order to take said game to market. These observations are based on playing over 100 of your games in the last year. I made this video essay with love and I hope you enjoy putting it in your mind-hole. 🏥 Support IGC on Patreon: / indiegameclinic 🖱️ Find out more about what I do (and have done) at https://indiegameclinic.com/ 🎮 Games Mentioned (A-Z) 🎮 Age of the Deep: https://store.steampowered.com/app/29... Astral Arena: https://store.steampowered.com/app/28... Cendovia Uprising: https://store.steampowered.com/search... DirtWorld: https://jbw-games.itch.io/dirtworld Doom https://en.wikipedia.org/wiki/Doom_(f...) dotAGE: https://store.steampowered.com/app/63... For Evelyn II: Shards of Creation: https://store.steampowered.com/app/22... Prison Architect: https://store.steampowered.com/app/23... Underboard: https://store.steampowered.com/app/23... Warcraft II: https://us.shop.battle.net/en-gb/prod... We Harvest Shadows: https://store.steampowered.com/app/15... 00:00 hello i am an man 00:44 Case Study: Underboard and testing on itch.io before Steam 03:54 its not a viable game until people have playtested it A LOT 06:54 vertical slices explained (again) 08:48 Case study: For Evelyn II as an incomplete vertical slice 10:27 Case study: We Harvest Shadows and addressing genre fan doubts 11:32 your demo audience is a 'skeptical fan' 11:56 Horizontal Slice approach, and which genres it suits 15:16 the things a demo MUST and MUST NOT do 16:54 list of channel supporters