My browser game has just semi-launched and I have some people testing it finding bugs. I think it's coming along ok and most of the major bugs have been worked out.
The tricky part now is having players retain interest in the game to keep testing. At the moment there's about 10 items, 3 ships (it's a one-on-one ship fighting game) and one location. I can convince people to register and test for a day or two, but the lack of progress seems to be clashing against peoples willingness to help.
So, I was thinking, my goal was to slowly add items one by one, test and test and test and test, then once I know the item is balanced, add a new item. While I'm doing this though it might be hard to find people to keep playing the game.
So as an alternative, I was thinking, maybe I should add a TON of items, all the ships I can think of, basically get enough content to keep players busy for a few months and worry about balancing later. Once the players have enough to keep them busy for a while, then start trying to balance everything a bit better.
Does that sound crazy? Should I take it slow and balanced and drag out the 'not much to do' phase for a long period, or go nuts adding items and give the players more to do now?
I can think of pros and cons for both =/