Gimmicks in board games: What makes them effective rather than unnecessary?
The final week of your crowdfunding campaign can be crucial to its overall success. Here’s what you can do to make the most of that time:
https://boardgamedesigncourse.com/the-last-week-of-your-kickstarter-campaign/
Getting discouraged with the game-making process is normal. Here are some tips for recognizing when it shows up and what you can do about it:
https://shippboardgames.blogspot.com/2022/10/discouragement-is-part-of-creative.html
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
