“Dear playtester, the more negative your feedback, the more I need to hear it. Don’t sabotage my game to spare my feelings. That hurts more.”
— Jay Treat (@jtreat3)
“Development is working with people who teach you things about your own game that you never would have noticed or were incapable of seeing.”
— Ben Pinchback (@pinchback21)
“Having limitations and guidelines helps focus a design. Boundless design can be good, but it can also cause designs to wander.”
— J. Alex Kevern (@AlexWithIdeas)

The Something From Nothing vidcast discusses handling feedback, with Luke Peterschmidt (@LPeterschmidt) and Ben Rosset (@BenRosset)

“Playtesters will hurt your feelings. That is your attachment, not your true self, that is suffering. You must detach and let them teach you.”
— Tim Rodriguez (@dicefoodlodging)
“Rule of thumb for game design, at least for me–information is twice as overwhelming than you’ll typically consider when conceptualizing.”
— J. Alex Kevern (@AlexWithIdeas)