Despite not having released a game yet, I’ve done some stuff that requires conscious design so I’ve got a few tips too...
>Don’t be too hard on yourself.
Whichever hobby it is, whether its making RPG games or creating customs units/battles for skirmish games or writing novels, understand that you’re doing it for fun. Go to work. Take care of your family. Meditate. Sleep. Do whatever you have to do. Your hobby can be jumped on when your ready. And if you go in with a bad mindset, it will reflect in your work. In fact...
>If you go into a project with a bad mindset, it will reflect in your work. You’ll have typos, buggy codes, or lazy graphic designs, and shoddier balance. Even if you only are in a bad mood a couple of times, those couple of times could result in your game having enough bugs to render it unplayable.
>Accept natural imbalances, but still try to balance them as best you can. This is pretty common in games where you can choose your party, whether it’s a job system or 39 different party members. Odds are there will be only a few builds that are the best, and every other one is slightly to significantly worse. You can try to shore up the balance, but somethings just won’t happen. A player probably won’t use two healers in the same party, but they’ll use two warriors if that’s what the game gave em.
I’ll actually use an example here:
I created a homebrew war game not really geniusly called “Alpha Centauri”. It’s a game played on a map of a fictitious planet of the same name, played with standard playing cards and varying american coin denominations primarily.
Now, I pretty much created the initial idea while I was drunk and feeling creative. My being drunk while initially designing the game still affects the game, with some weird but somewhat enjoyable mechanics. One of which was that you couldn’t receive change from the bank when you overpaid. I kept it in mostly for thematic/strategic reasons, but if I had designed the game sober I likely wouldn’t have implemented that.
I’ve been testing the game for years now, trying to get more insight on the balance of the game. One thing I noticed was the relative power spike for Battleship units (in relation to Infantry and Tank units). Now, I won’t re-design the whole combat system, and trying to balance the Battleship is like winning a horserace while riding a pig. So, I’ve come to accept the relative power of the ship. I accepted the natural imbalance.
And finally, most of the time I’m not even thinking about the game. I don’t worry about rushing to my computer to update the rulebook with new balance changes after every game. I think of the game the most when me or my gaming group is in the mood to play it. The game was made in good fun, and I’m pretty proud of the work I’ve done for it (I even drew and colored our copy of the gameboard with crayons!). It’s not perfect, but I’m happy.