Shipped is better than perfect
Until you have users, you don’t want to be careful.
You want to be bold and move fast.
If production is not broken at least twice a day, you’re doing something wrong.
When building a game, what you imagine will be a good solution, and what a good solution is are often two separate things.
And you can only learn about the latter by playtesting.
You need to cover the core game mechanics as quickly as possible so that you can let the players break them.
Get bored.
Grow frustrated.
And you silently watch them.
Then, take what you’ve learned and apply a fix.
You test again.
Repeat.
You get to good through hundreds of incremental improvements, not by crafting the perfect solution in your dungeon.
Build in dials, so that you can tweak them.
Yours,
Taj