“Players who don’t understand your game may be uncomfortable admitting that in a group setting. But these players can offer some of the most valuable feedback to help improve your game, so it is worth following up with people one-on-one.”
— David Chott (@3haresgames)

Something From Nothing discusses working with publishers: timelines, development, graphic design and more

“You need to make sure that you have built in “days off” from the [Kickstarter] project. If you work for 23 days straight, you’ll go insane.”
— Doug Levandowski (@meltdowngames)
“If you don’t like making your work more marketable, you’re not a designer, you’re an artist.”
— Rob Daviau (@robdaviaugamer)
“When a game is broken, improving it is easy - you swap out bits that don’t work and stick in other mechanics, and see if it gets better. But when a game works, finding what you can adjust to make it better is nowhere near as simple.”
— Sebastian Bleasdale