Tips..? Yes, I've a few. Here's a couple...
1 - As the Project advances, have the Version number updated in the Game Title (Database/System...)...
As a protocol, the Project will have a Version number of 0.nn during its progression, with every modification incrementing from 0.01 up to 0.99 in some cases. Once the Game is finished, tested and released, it takes on the number 1.00. From then on, every minor modification (correction of 'typos' in text or such...) increments the hundredths (1.01, 1.02 etc...); a more important change increments the tenths (1.10, 1.20 etc...). If mods are made that are incompatible with previous versions (previous 'Saves' won't be recognised, for example...), then the Version is augmented (1.00, 2.00 etc...).
It's a Good Idea to archive successive versions during progression, by 'zipping' the entire Project, to be transferred to a separate disk, renaming using the Version Number. Periodically, a copy can be made to an external location, such as a Cloud drive. Here's a screen shot of one of my Archive drive folders...
2 - Whenever practical, I use a Naming Convention for Switches, Variable and Events (and also File and Folder Names...). This has numerous advantages, not least of which is concision, especially on large Projects where there are many, many Objects. I found (over the decades...) that abbreviating to 3 characters was not enough, 5 was too much, and so settled for 4 characters, systematically, searated by an Underscore '_'. Thus, a Teleportation Switch would become 'Tele'. If there are several, I'd use either a number (Tele_1, Tele_2...) or a useful extension (Tele_Home, Tele_Town...). When manipulation these objects, especially in code, I find it practical to not have to wonder to myself how I'd named such-and-such a Variable; it's always in groups of 4 characters, all Capitalised, separated by Underscores. Here's a screen shot of the Common Events of a Project...
3 - It's difficult to put too many Comments into one's code. It always seems evident when typing it in, but when reading it back 2 months later, it can provoke some head-scratching, trying to remember exactly what the initial intention was. In truth, programming is, in fact, the Art of writing out the steps need for any particular task. What we type in is not 'programming', but 'coding', and is dependant on the language used for syntax etc. The Comments allow one to keep the 'programming' aspect (which could, in many cases, be coded again into another language...). For a 'quick and dirty', 'one-off' solution, it may not be necessary, but any major project will, I suggest, always be improved by adequate Commenting, and is thus a practice that I highly recommend.
Hope this helps.