Playtesting the AI Tactics Game In Person
๐ฎ
joewcarson
@joewcarson ยท Jul 27, 2026
was working on the AI final fantasy tactics online game I am creating and it got to the point where it was time to play test in person. So me and James and Graham and Farrell and like 4 others all got together and somehow joined the internet but in person. Now we were in the game and had to get used to our units and how movement and actions work. It was a little awkward and clunky but we got used to it. I was a knight and had to look thru my mental knight helmet. It was fun at first but then turned into each of us having to try every skill and ability on every other job class and unit to see how the interactions worked which got really boring really fast. At least the attacks and spells damage didnโt actually hurt, or this would have been us stuck in a nightmare, but it was just never ending and got incredibly boring.
23 keywords tagged
๐ค James Carson๐ค Graham Gerhart๐ค Matt Farrell
๐ excitement๐ boredom๐ tedium
โก workโก playโก joinโก lookโก attack
โฆ game creationโฆ virtual realityโฆ alternate realityโฆ repetitionโฆ collaborationโฆ testingโฆ nightmare
๐ฏ video game๐ฏ playtesting
โง AI Analysis: You're deep in the creative process of building something ambitious โ an AI-driven tactics game โ and your dream fast-forwards to the moment of real-world validation with close friends, suggesting a strong desire to share your work and see it come alive. The initial excitement of inhabiting the game as a knight gives way to an exhausting, mechanical slog of testing every interaction, reflecting the tension between creative vision and the grinding, unglamorous labor that brings it to life. The detail that the attacks don't actually hurt โ saving you all from being trapped in a nightmare โ hints at an awareness that while the process is draining, the stakes feel safe and the work is ultimately in your control.