I’d be happy to do a breakdown on release.
In terms of beta, one of the big reminders for me is that people have incredible investment in the worlds, and will ask for things you just didn’t even consider. The example (as mentioned above) is that one of the supporting characters has a cat. I was not expecting so many people to want to know, first, how the cat responds to other characters, and second, that they wanted to pet it! In the end, I wrote two chances to give the cat a good pet, added it to the epilogue, and even created an achievement (with a very tongue-in-cheek reference to a certain vampire franchise).
I was suprised how well some characters were received - particularly one character who is only found in one branch (there’s a part where the story breaks into three entirely different routes). Some of the parts I were particularly worried about got no feedback at all, and some parts that I thought were fine ended up with a lot of development at player request.
My process for feedback was relatively straightfoward. Generally, I’d go through all of the emails each night. If it was a simple line edit because of a typo or formatting issue, that’d be fixed there and then. If there was a great idea (and there were some!) I’d write it up, because that was the fun part. And if it was a request around a larger beat, or a more significant plot point, I’d generally wait a couple of days to see what other people thought, and go with consensus.
Some feedback was directly contradictory of others’ experiences, and where that was the case I’d strike a happy medium, or add a few lines to clarify things as required. And some feedback, while it was often really creative ideas, I had to leave out. That was either because I thought it unbalanced the game; because it would have required a huge overhaul (particularly if it would affect multiple chapters and moving parts - although my primary concern was always that I’d miss something that would no longer meet continuity, as I really didn’t want to introduce errors during the error-removal phase!); or because it was something that was explained or resolved in a different narrative thread. It’s not possible to find all the critical information about every character in a single playthrough, and that’s by design.
I also found it immensely humbling (and was especially relieved!) when someone found an error that I must have seen a dozen times and just blown straight by. It was also a real insight to see how people identify themselves with a protagonist, what they’re looking to play, and how your choice of words can interfere with that. The golden rule of never narrating a player’s thoughts or feelings is so important, and while I think I did a pretty good job of holding to it, I did make some changes to further allow everyone to interpret their actions freely. My respect for the audience to take the lead on the story only increased.