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Hey Hampus!

Nice read, you seem to get a grip on both the production as a whole, the teams and your individual work. Was wondering what the dominant strategy actually was but writing that might spoil the game. It’s nice that you don’t just see the flaws in the design, but actually talk about how you could have mitigated them using prototyping and playtesting. It’s well written and brings up what seems like most of the game making process. Could maybe have seen some more of your thought on the final design design aspects and how you think those turned out, and not just their flaws, and the facts that you bring in visual aids in the text really help with reading, would have been interesting to see some of your level design sketches



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