“The most important part of game design is playtesting. Constant, relentless, iterative playtesting. Every single part of the game has to be battle-tested, every part has to justify its existence.”
Gil Hova (@gilhova) on playtesting, design resources and tools, moving into self-publishing, having thick skin and lots more:
http://andhegames.com/how-gil-hova-designer-of-battle-merchants-makes-games/
“Everyone has something to tell you. No matter how far along your design is, it can always benefit from feedback. Even if you don’t think the feedback is right, it has a grain of useful information about something your game can do differently, and sometimes better.”
Starting tools for a prototyping kit:
http://boardsandbarley.com/2014/11/14/game-design-starter-prototyping-tools/
Advice for making Kickstarter backers feel heard:
http://stonemaiergames.com/kickstarter-lesson-127-give-each-backer-a-voice/
Achieving fun by making players feel smart and unique:
http://mvpboardgames.blogspot.com/2014/11/design-tip-of-week-22-fun-to-time-ratio.html
What chefs can teach us about game design:
http://kevingnunn.com/2014/11/08/what-chefs-can-teach-us-about-game-design/
Getting it right and wrong on Kickstarter: page layout, engagement with backers, reviews and stretch goals:
http://meltdowngames.wordpress.com/2014/11/11/gothic-doctor-wrap-up-part-2-during-the-project/
Advice for starting small as a new publisher:
http://stonemaiergames.com/good-creator-bad-creator-a-guest-post-by-brian-henk/
The theme for the November 2014 24-hour contest is “beard”:
http://boardgamegeek.com/thread/1265203/24-hour-contest-november-2014
