As he watched others play his game, “Forklift Fury,” for the first time, Tyler Watts paid close attention to the reactions.
The laughs.
The critiques.
The sometimes-epic fails.
But what Watts was mainly hoping for from the public gameplay at a recent Joybreaks meetup in downtown Orlando was brutal honesty.
“It’s paramount to put your games in front of people,” said Watts, who is one of the leaders of the six-person team to build “Forklift Fury.” “As a developer, your perspective is skewed by your knowledge of the technology and the game design’s intention. You need the average person’s perspective to guide you.”
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