Tips for putting together a better “elevator pitch” for your game:
An overview of how to collect, interpret, and use playtesters’ feedback:
https://www.universityxp.com/blog/2020/2/26/applying-feedback
A look at one small publisher’s creative process, from concept through release:
http://rockmanorgames.com/2020/02/24/games-are-ready-when-theyre-ready/
Thoughts on what makes a game “playful”—deep and expressive but also low-stress:
http://keithburgun.net/achieving-playfulness-in-strategy-game-design/
Principles for designing a game system that’s built to last:
https://level99games.tumblr.com/post/190810837571/designing-to-last-core-principles-in-game-design
Thoughts on some conventional wisdom for board game designers:
https://boardgamegeek.com/blogpost/98792/cutting-room-floor-episode-2-conventional-wisdom
How the “payday effect” impacts Kickstarter campaigns depending on their launch day:
https://stonemaiergames.com/the-astounding-payday-effect-on-kickstarter/
