One of the great parts of working in a super crowded design space (zombies, dungeons) is that the audience already gets the premise. However, where most people fail is not sufficiently setting themselves apart from their peers in the genre. You have to differ meaningfully.
— Grant Rodiek
Don’t be scared to show a terrible game to peers. Other designers will be very understanding and everything needs to come from somewhere.
— Behrooz Shahriari