Data and tips for designing two-player games:
What to do when you learn about another game in development that’s similar to yours:
http://stonemaiergames.com/whose-name-is-it-anyway-a-guest-post-from-the-creator-of-cauldron/
Useful links for creating a sell sheet:
https://boardgamegeek.com/thread/1372710/helpful-sell-sheet-links
An overview of different psychological profiles of game players, and how to adapt your design accordingly:
http://whoseturnisitanyway.com/design-player-psychographic-profiles-part-1/
Scott Almes (@Scott_Almes) offers a cornucopia of advice about everything from playtesting to prototyping to pitching to the design process and more:
http://theinquisitivemeeple.com/2015/05/15/designing-meeples-with-scott-almes
When to call off a playtest early:
https://inspirationtopublication.wordpress.com/2015/05/13/stop-playtesting/
Using mystery and suspense in a game design:
http://www.wiltgren.com/2015/05/13/are-you-designing-mystery-or-suspense/
“So many people talk about theme and mechanism as if they’re mutually exclusive, as if starting at one precludes ever adapting to the other. But where you start really doesn’t matter. It’s where they intersect at the end. Your game’s story won’t be told through flavor text. It’ll be told at the intersection of where your theme meets its mechanism.”
Tips for setting up a playtesting event:
http://matthewgravelyn.com/properly-organizing-a-tabletop-playtest/
