Yeah, plus the onboarding now is critical, so many games out there, your VSD must play smooth and be engaging.
We made ours like a pilot for a show, has to end up with a cliffhanger, and also be the tutorial and a finished prologue of sort, to show it around at festivals and publishers.
I consider that a VSD is when you don't need to be around to explain anything and the players keep being engaged with the experience. A hard balance that took us 3 years to get to, through a lot of playtesting and iterations.
It was long but it feels good to be at the point of features freeze and maybe the rest now should mostly be about level design.. And bosse's fight and marketing ... And well the road is still long and hard haha, but it is also a chance to be working on our game. We better be enjoying it now because it's long.
I am pretty sure whatever your project is, it will be dope, keep up the good work !