Designs can start from so many different places: mechanics, theme, audience, format, components, experience. But none of these things are optional and the earlier you start thinking about all of them, and how your game will blend them into a cohesive whole, the better each individual piece will be, to say nothing of the whole.
— Jay Treat (@jtreat3)
Don’t attack design problems one at a time. Consider pairs together. Use one problem to solve another. For max combo points.
— Jay Treat (@jtreat3)
You can never playtest enough. If you think you are done, you are not. Playtest some more.
— Jon Gilmour (@JonGilmour)