In the first part we established why you should playtest your game, now I'll explain how to do it (or at least how I do it). Even though all of my games have been multiplayer games and I talk about playtest groups, there's no reason the same principles wouldn't apply to single player games and playtests. When When it comes to playtesting, there is really no such thing as 'too early'.
The final version Gunnheim is supposed to be available on multiple platforms, but our first goal is to get the game out on Steam. Steam is a familiar platform to us as gamers, but there are indeed a lot of question marks floating around when we are getting closer and closer to releasing our first game on it. Today I started to do a little market research and began to list games even with the slightest similarities to our game.
Hey, my name is Heikki and I've been helping the guys at SIEIDI in making Gunnheim the best game possible by arranging the formal playtest sessions for the game. I thought I'd shed some light on playtesting in general. My game design background is in tabletop games.