I really enjoy thinking about game design as expression, not just optimization. Less about balancing, scaling, and juice. And more about dissonance, attachment, and immersion.

For the past 4 years or so, I did game design consulting in a more traditional problem/solution style: best practices, systems feedback, and design fixes. Over time though, I realized the feedback I enjoyed giving the most was when developers didn’t know exactly what they wanted from me. That let me look past the systems, experience the game as a player, and analyze why that experience may have happened.

I’d like to give feedback in that way again, and I’m curious if anyone here would find that helpful.

If you have a game and want to see whether your intended ex...

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