We spent a lot of time thinking about how we want to make smackBOTS and how the fighting system works, and along the way, we came up with ideas like the berserk mode, the combo moves, etc. That's all great but we're always thinking what we can do to get feedback straight from our users on what's cool and what's not. As an indie game studio, we do not have the huge budget to go out and conduct user play tests, focus group studies, etc. So what are we doing to get good honest feedback on smackBOTS?

Where to find your users?
We went straight to the gamers. There are many blogs, forums and sites out there building communities just for iPhone/iPod touch gamers. One such sites is touchArcade. touchArcade has a very lively forum with forum sections dedicated to general iPhone game discussions, upcoming game introductions as well as a section just for developer type conservations. Before you jump straight into any online communities, my advice is to start getting involve in the community first by engaging with exisiting conversations first. You definitely don't want to project yourself as a forum lurker and start off with the wrong foot.
What to ask your users?
Two weeks ago, we had a talk with Matt Humphrey, one of AlphaLab's advisors. Matt is a serial entrepreneur and he has started a few startups and is now currently working on his fourth (I think), Kickball Labs. During the session with Matt, he emphasized on the importance of user testing and what strategies to take to get the most out from your users. What stucked with me the most was simply asking your users what sucks about your app , in our case, the game. I really like this approach *a lot*. So I literally posted a forum thread on touchArcade with the title " Tell us one thing you hate most about smackBOTS, please!!!!! " .
The Result?
Initially, I was a little skeptical about submitting such a thread cause you never know what to expect and this was the first time for me personally taking such an approach. Great points and comments came through. I was really glad that we did that. Everyone was very engaged and told us what's the single one thing they did not like about smackBOTS and some feedback even has a list of stuff they did not like. On top of that, many replies include things that they would like to see in smackBOTS including suggestions for features that we had planned for multi-player and so that helped us in validating what we're planning for.
In conclusion, this method worked out really well for us and I think it's bacause I've personally invested in being part of the touchArcade forum community. Maybe that wouldn't have matter at all but I believe it definitely helped in getting all the great, helpful and honest replies from the community.