Different ways games can facilitate players of varying skill levels competing against each other—a Twitter board game designers discussion:
Why TCGs are impossible to balance, and how as a designer you can at least get close:
https://remptongames.com/2022/10/29/why-tcgs-are-impossible-to-balance/
Analysis paralysis in players: what causes it and what designers can do to discourage it:
https://www.universityxp.com/blog/2022/10/25/what-is-analysis-paralysis
Thoughts on how to make games that are appealing to players with a wide range of preferences around strategic depth:
https://twitter.com/Nick__Bentley/status/1582741011125542913
A short thread of the various “moments” players will experience with your game:
https://twitter.com/Nick__Bentley/status/1562810992396234753
Megagames vs. board games and the different design considerations that makers of each need to keep in mind:
https://www.megagameassembly.com/blog/megagame-design-not-just-a-big-boardgame
Tips for making your prototype more playable through better icons:
https://twitter.com/peterchayward/status/1580620861031084033
What books, not about game design, have helped you most at game design? A Twitter board game designers discussion:
https://twitter.com/Nick__Bentley/status/1580194575066730496
Receiving critical feedback—from playtesters, reviewers, or publishers—is tough. Here are some tips for how to handle criticism well (audio):
https://www.wintermoongames.com/podcast/episode/d2d40db7/how-to-take-criticism