“When we start making games we quickly realize that the game we made is NOT VERY GOOD! This is ok and this is normal. This is called experience. Unfortunately too many people stop trying around this stage because they feel like they are not good at it. Guess what? Neither was anyone at anything when they first started. It’s only through the experience of doing something that you get better at it.”
How to avoid “overdesigning” your game so much that it becomes unplayable by newcomers:
https://subsurfacegames.ca/2020/02/06/sen-foong-lim-on-his-roadblock/
Three tricks for keeping backers engaged during the mid-campaign Kickstarter slump:
https://tabletopbackerparty.com/3-old-but-good-engagement-hacks/
Five questions to help you get at what playtesters really think about your game:
https://subsurfacegames.ca/2020/02/04/my-go-to-questions-to-playtesters/
Glossary of terms related to playing cards and card games:
https://playingcarddecks.com/blogs/all-in/terms-you-should-know-about-playing-cards-and-card-games
Thoughts on various methods of choosing a start player:
https://boardgamegeek.com/blogpost/99956/starting-conditions-attempt-break-down
How to estimate shipping costs and how that affects the cost of a game (audio):
http://ninjavspirates.libsyn.com/who-what-why-s21e08-shipping-charged-after-podcast-episode
Tips for identifying the “core” of your game and strengthening it during playtesting:
https://boardgamedesigncourse.com/getting-to-the-core-of-your-game/
Notes on the importance of setup and teardown times:
https://boardgamegeek.com/blogpost/99739/industrial-musings-part-v-importance-setuptear-dow
Lessons from Spirit Island for aspiring board game designers:
https://brandonthegamedev.com/4-lessons-from-spirit-island-for-aspiring-board-game-designers/
