top of page
  • Natalie Markovits

Remember it is about healing and not killing: Meet ‘Those who came’

Sainen, a resilient species that faced near-extinction after their planet collapsed, were preserved in a cryogenic state by their mother ship, the Hermaion. After some years, Hermaion detects a suitable planet: Solarus and that’s when the mission begins. You will have to discover its inhabitants Torek, create a strong relationship with them, find out who or what is destroying the planet, master the different ways to use energy to move around the planet, and equip the right suits to heal Solarus and build a new home!



Affogata is all about the player. We work with leading game studios to help them bring the voice of the player to the center of their organization. However, we also love indie game developers and the originality of each game. That's why we started this series ‘The Indie Spotlight’, to give these creators a platform on which they could share their stories with you and showcase their amazing skills.


Meet ‘Those who came’, a sci-fi cooperative adventure where you will encounter challenges requiring lateral thinking, but most importantly, teamwork. You can choose your own style to move around with different energies, and by caring for the planet, you will be able to receive more advantages. We interviewed Ferran Pérez about the game, how they collect player feedback, and more, and here are his awesome insights.


We started the interview by asking Ferran to tell us a bit about what made him start a career in games and he answered the following:


“Since I was a kid, I’ve been involved with the videogame industry, from playing to

creating personalized custom maps in Sparta: the battle of Thermopylae. Creating worlds

and experiences to disconnect from our day-to-day lives is my passion! For me,

video games are both, a hobby, and a profession.”



We continue asking him to tell us a little bit about his creative process of coming up with a new game:


“We define the genre type we want to work in. From that point, it is about getting the

USP, do some exploration and prototypes and defining the general narrative. After

this step, we do focus groups to get real feedback and check the market perception.

Once we have all that in the spot, we can start the full development process.”


Once the game is “playable” who are the first people they use as beta testers?


“We do internal testing, that is the first step. Once the “playable” is polished enough,

we share it in near circles counting with universities and other playtesting entities. It

is important to ensure that the players who play a game on this stage, are people

who understand it, and can see through its limitations.”


After that, do they post a beta of the game on a bigger community/forum?

If so, where?


“This point completely depends on the testing purposes we have. We have been

working in the past with playtesting companies such as Antidote.gg and other entities

like universities, always using different gamers each time. Some playtesting

companies help us to reach international audience, which help us to test even

cultural approaches to the same game mechanic.


Only when we are at an advance stage of playtesting, we create closed betas, to let

the community feel the game. In previous stages, we do use the social media to

share features and get the feedback from them.”



We then asked Ferran how they gather and document the feedback:


“There is different feedback we like to keep. From game stats to non-verbal feedback

from players while playing. We use recordings and surveys to gather all the

information while using logs to track in-game stats.”


And how do they decide which feedback pieces to employ in their game development?


“In every piece of feedback, if truly given, there is a part of true and real issues. We

gather all the information and then we take the common insights to improve the

product. In overall, feedback matters, wherever it comes, and whoever it does.”


Does feedback from fellow gamers or fellow developers count more to them

then comments from others?


“Sometimes, the best feedback comes from people you wouldn’t expect. For us, is

a matter of how powerful feedback is. From there, we gather all the insights and

keep working on them. Usually, this will follow the rule of fellow developers, since they

might know more “what is behind”, but at the same time, sometimes a gamer or

someone out of the industry, appears with fresh points of views that help to find extra

feedback that usually would never come out.”



How do they approach conflicting feedback from different people they trust?


“In this aspect, I try to always act in the same way: read through the feedback, find

its purpose of it, and which one is the most adequate for the product we are talking

about. In case of being equally reasonable, it is about what direction to take, and

therefore, make the game lead for a certain path/gameplay.”


And lastly, we asked Ferran if he could improve the way they gather feedback, what would they do:


“At this moment, we would like to be able to reach a wider audience, be able to

incorporate a bigger QA team, not only for bugs but also for game feeling, to get the

community-engaged even in earlier stages of the game, to offer real relationship

between the game and the audience.


“For us, feedback is key, and we want to be able to get as much feedback, at the right

pace, to ensure we can test and check the different features and mechanics of the

the game we are working on.”


Subscribe to our blog to read more stories about amazing creators from passionate professionals.


17 views0 comments
bottom of page