The Untold Truth Of First Class Trouble

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 The Untold Truth Of First Class Trouble


Many game companies say they value feedback, but few implement changes the way First Class Trouble‘s team has. In an interview with Versus Evil, Niels Wetterberg, the creator of First Class Trouble, described how the team confronted player feedback head on. 



One of the team’s main goals was getting an alpha version of the game to playtesters as soon as possible. Because Invisible Walls received feedback on First Class Trouble in early stages of testing, it was able to incorporate feedback into the final version seamlessly. For example, Wetterberg said that early players wanted a way to defend themselves from would-be murderers in game. 



“One night two people on the team created the champagne bottle mechanic,” Wetterberg explained. “We immediately tested it, and it was a pretty big success. The next test showed that these types of ‘silly mechanics’ were popular and that we needed to add more of that humor to the game.” Without player feedback, First Class Trouble may not have included that humor, or managed to be so playful.