“Most games can live with thinner cards or smaller tokens or what have you, but a good dexterity game lives by its components.”
— Andrew Tullsen (@printplay)
“Demo tip: Sell the person on the game not on purchasing a copy…especially when doing it for reviewers/bloggers/podcasters.”
— Anthony Racano (@CBJPodcast)
“Playtest ASAP. Often more design happens during playtesting than the design phase itself.”
— Ed Marriott (@EdPMarriott)
“Playtesting has a way of revealing “oh hey, this game should never exist.” But if you leave a first playtest thinking “but THIS part didn’t totally suck,” keep going.”
— Adam McIver (@ad7m)
“Most significant barrier to design and publishing your first game is… you. Dedicate time and energy and you will do it.”
— Peter Vaughan (@pvaughan007)
“Seeing how intuitive playtesters find various mechanics is a great way to determine what to streamline.”
— Adam McIver (@ad7m)
“It becomes emotionally easier to streamline after you’ve designed a bunch of games. Ideas less precious.”
— Daniel Solis (@DanielSolis)