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How Much Should Feedback Influence Your Long Term Vision for a Game?
We were just worried that no one look at it. Why? We were like, starved for feedback at that point. And by the times we as inas gam as, ozma's, by the way, forfagar eda podgasd by the time we were finished with that game, and we and we wanted to put out in the world. I mean, i think with splunke classic, that's really where it got established, that, oh, it's going to be the certain way, and i'm going to be kind of protective of my vision for it.