As a game designer, you need to worry a lot about the costs of various components because those costs can spell the difference between success and failure of a commercial game release.
— Philip Reed
Beware scope creep. Focus on delivering an excellent and concise experience. There’s always the next game to deliver your other cool idea.
— Eric Lang (@eric_lang)
When the Kickstarter marketplace tells you that your project isn’t interesting, you should believe them. This is so much better than printing a game and then figuring out that you can’t sell it!
— James Ernest (@cheapassjames)
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)
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)