Rules have rules: All things being equal, fewer words is better. All things being equal, fewer words is also harder. And more work.
— Brett J. Gilbert (@55cards)

Unfortunately, a game that’s personally satisfying isn’t necessarily commercially viable.



And it gets worse: a game that plays very well for its intended audience, might not be one that can easily be marketed.  Two different things.

— Lewis Pulsipher (@lewpuls)

Emergent game design tips from Daniel Cook (@danctheduck):

Every object in the game has both a utility and a cost.

Make as many objects as you can have secondary or tertiary uses via interactions with other objects.

Put the player under pressure (time, resource, space, etc) so that they are always forced to choose between

Loosely couple object interactions using generic interfaces or resources. Objects become generalized tools.

It is the sparkle in your eye that will sell your game. If you don’t believe in it first no one will.
— Michael Coe (@Crash_Games)