It’s important to remember that sometimes game design is sitting and not actively thinking about the problems you’re trying to solve to allow solutions to bubble to the surface.
— Daniel Newman
Try not to conflate harsh feedback with bad faith. Delivery and intent don’t always match. It’s easy to become defensive when feedback becomes brutal and/or adversarial, and that’s okay. You’re human. Decide on the feedback’s actionability later.
— Eric Lang
Do a game for each contest that you can. You don’t have to actually submit your design, you don’t even have to finish it, but spend some time coming up with an idea for every possible contest possible. It will inspire you, not every time, not every contest, but you’re going to be looking at one of them and come up with a great idea that you wouldn’t have had if you weren’t stretching yourself.
— Troy Pichelman
Does working on your most promising game idea feel like too much pressure? Switch to a project you’re less attached to. Ideally something that feels light or “ throwaway.” You’ll worry less about making mistakes, which is a core part of game design.
— Emma Larkins
sometimes it’s important to recognize that even though a game feels done it doesn’t necessarily mean it’s deserving of publication. maybe it’s a little too weird. maybe it’s not that accessible thematically. maybe it doesn’t do enough to make it stand out. it’s ok to move on.
— Daniel Newman
When designing your files, plan ahead to ensure the largest component within your game is no more than 15mm smaller than your box size!
— Panda Game Manufacturing
Designing is playtesting. Playtesting is designing.
— Peter C. Hayward