A 20-Second Matchmaking Baseline
Background: The studio is moving its card game from internal playtests toward a more open community test. Today: On Friday playtest night, 150 people were online, and matchmaking waits fell to 20 seconds. Impact and next: Earlier playtests had not been large enough, nor had waits been short enough, to show whether the flow could handle a bigger crowd.
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Background: The studio is moving its card game from internal playtests toward a more open community test. On playtest night, the team needs to know whether players can meet smoothly and whether waiting will interrupt a match.
Today: On Friday playtest night, 150 people were online, and matchmaking waits fell to 20 seconds. That meant testers did not have to sit idle for long; it also let the team shift its attention from the queue alone to points where actual matches might still stall.
Impact and next: Earlier playtests had not been large enough, nor had waits been short enough, to show whether the flow could handle a bigger crowd. Now the matchmaking step has at least an observable baseline. The next task is to see whether the match experience keeps up; the public test remains to be proven.