In my opinion, getting feedback on your game is one of the most important parts of game design and ignoring it is perhaps the biggest mistake you can make during development.
After playing through your game thousands of times (yes, literally thousands) you will become immune to certain elements. If your game features a boss battle, for example, you’ll breeze through it after you’ve defeated it a few dozen times. This could lead you to increasing the difficulty as it no longer presents you with a challenge. This is known as designer blindness and can happen in nearly all games.
The best way to combat designer blindness is to recruit playtesters to play the game in order to receive feedback. By having players who have never played your game before tell you how it plays you get a true indication of it’s flaws and what it does well.
Brice Morrison does a good job of explaining playtesting in greater detail in the video at the end of this post, it’s well worth watching if you’re planning on conducting your own playtests.
After you’ve received your player feedback it is essential that you listen to it. If a player says that they do not understand a section of your game you can’t just dismiss it as the player being stupid, you need to ask why they don’t understand and then make any necessary changes to make sure that next time they try, they know exactly what to do.
This is something we’ve been actively working on in Music Festivals. A number of our players have said that they don’t understand the purpose of karma, so we’re actively working on making it more meaningful and it’s purpose more obvious.
After all, you could have what you think is the greatest game ever made but if players get stuck and/or frustrated after 30 minutes, they will leave and all the content after that will be wasted.