Frayed Knights - Horrible Testing Flashbacks
Fans of Frayed Knights will enjoy the insight from this look back at the testing phases for the game. The article is based around comments sent in at the time from testers:
“Ok, I just paid for 4 spell stones from the merchant and when I pushed “ok” to pay for them, they magically transformed into 4 hunting knives???? So I double checked his inventory and all of his stones are gone now. HE ROBBED ME, that dirty bum ” – Brian
I’d be lying if I said I didn’t do some serious development during testing. In fact, we added two completely new dungeons during early beta as we discovered the game was jumping a little too quickly to high-level content near the end-game. Lots of new treasure, equipment, and even new spells became available during the beta as we discovered “holes” and balance issues in the game. Some feat specializations weren’t getting adequate attention in-game to keep them useful. The game offers so many variations and options to the players that it’s surprising to me that it didn’t go more out of control, and cause more balance issues than it did. But in some cases, we needed to not only ‘nerf’ a particular combo so it wasn’t quite so powerful, but also provide some combat encounters that either directly countered that strategy (encouraging the player to be more than a “one trick pony”), but in some cases that used that same strategy against the player.
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