Designing with Kickstarter in mind:
http://www.leagueofgamemakers.com/designing-for-kickstarter/
Tips & Resources for Board Game Designers
Designing with Kickstarter in mind:
http://www.leagueofgamemakers.com/designing-for-kickstarter/
Should game designs require honesty from players? A Reddit tabletop game designers forum discussion:
Data and tips for designing two-player games:
The Plaid Hat Podcast on how to playtest:
“Don’t attack design problems one at a time. Consider pairs together. Use one problem to solve another. For max combo points.”
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/
Writing rules for brevity:
Where to find free sources of fonts, stock photos, graphics and more:
Useful links for creating a sell sheet:
https://boardgamegeek.com/thread/1372710/helpful-sell-sheet-links
“You can never playtest enough. If you think you are done, you are not. Playtest some more.”
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 you do have time, spend it on projects that have the highest potential. Time is your greatest resource… so you want to get the most out of it.”
“You should always have multiple projects going at once. Variation breeds creativity.”
How to generate laughs in a strategy game:
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/
Indie publishers discuss Kickstarter at Unpub Protospiel San Jose 2015