You don’t have to agree with your playtesters’ feedback—it is to your benefit to try to understand it—but either way, make a note and thank them, but never argue with players whose feedback you solicited.
— Jay Treat
Sometimes, after feeling super frustrated with a certain game not coming together, you toss all the loose puzzle pieces in a box and run away. Then, later, you open the box to find the puzzle magically solved. Time is sometimes the best playtester.
— Scott Almes
Negative feedback is a designer’s life blood. Positive feedback feels nice, but doesn’t improve your game. Though it stings initially, you learn to love negative feedback, because your game’s flaws will come out and you want to hear them Before your game goes to press.
— Jay Treat
The trick is prioritizing done over good.
Each revision makes the thing better, and enough revisions make it good.
But you can’t revise what isn’t done.
— Jay Treat
You will be one game better at #gamedesign after each game you design. Don’t feel like your early darlings are the best you’ll do. Move on. Design better games.
— Peter C. Hayward