# Principles * Experience something * Express something * Prove something # WORK WORK broken skills strangle ## NOW * clean up categories ## SOON * aoe skills * keep track of games joined * concede game on leave * ko all cryps on team, check status should correctly assign the winner and drop items * skills * private fields for opponents * flavour text ## LATER * redis for game events * chat * notifications * elo + leaderboards * Items * Colour scheme # Db maintenance # Art Styles * Aztec * youkai * Pixel * Industrial # Mechanic Ideas teams 1v1 2v2 3v3 gem td style attr combinations stoney + spikey = jagged plants animals viruses fungus artificial elementals techno artists for the soundtrack slimey ghostly * 1: Fighting against human nature is a losing game * 2: Aesthetics matter * 3: Resonance is important * 4: Make use of piggybacking * 5: Don't confuse "interesting" with "fun" * 6: Understand what emotion your game is trying to evoke * 7: Allow the players the skill to make the game personal * 8: The details are where the players fall in love with your game * 9: Allow your players to have a sense of ownership * 10: Leave room for the player to explore * 11: If everyone likes your game, but no one loves it, it will fail * 12: Don't design to prove you can do something * 13: Make the fun part also the correct strategy to win * 14: Don't be afraid to be blunt * 15: Design the component for its intended audience * 16: Be more afraid of boring your players than challenging them * 17: You don't have to change much to change everything * 18: Restrictions breed creativity * 19: Your audience is good at recognizing problems and bad at solving them * 20: All the lessons connect