I realize we can't be entirely objective as we're the ones crafting the game, but it could be a lot worse -- we could have no faith or be lukewarm about our work. Instead, I'm pretty confident in saying that all of us love playing it. Many of us look forward to our internal tournaments and we have the most rambunctious sessions laughing and roaring to the gameplay.
We're moving onto the next phase which is away from core game production to developing the meta and other general production work like integration of 3rd party SDKs, prepping our BI framework/repo and probably most importantly, our marketing.
At the same time we need to devote enough time and cycles to pushing up the polish of our core gameplay. It's clear that some of the designs are too one-dimensionally focused; which is just making sure the player in control can destroy other players. By introducing very simple modifiers like cast-time, delays and such we create so much opportunities for counterplays that enriches gameplay.
In the next few weeks, we'll start collecting external feedback, push asset completion and make sure the entire game has transitioned away from a prototype with temporary interfaces to an actual complete alpha. We can't wait to show the world our game.