How some kinds of components can be essential to gameplay in certain designs—and what that means for the designers and publishers working with them:
Considering some ways the psychological phenomenon of loss aversion is relevant to game design (audio):
https://genesisoflegend.podbean.com/e/episode-393-loss-aversion-and-player-psychology/
It may not be that the game is unfun—here are some common reasons a publisher might reject a game they’re pitched:
https://www.dmrcreativegroup.com/post/overused-ideas-overlooked-reasons-pitches-get-rejected
A deep dive into magnetism and the many ways magnets are used in games (audio):
https://thespiel.net/node/1415
(heard while prototyping our own magnetic game, Mini Discus!)
5 questions to ask after each playtest:
https://pamwallsgamedesign.substack.com/p/5-questions-to-ask-each-playtest
Should co-designers have similar approaches or complementary skills? A Bluesky board game designers discussion:
https://bsky.app/profile/tzartzam.bsky.social/post/3mxbhtxs6m22h
What makes for a good rulebook? Or a bad rulebook? A Bluesky board gamers discussion:
https://bsky.app/profile/cardboardherald.bsky.social/post/3mxftjlfcek2c
