The First 60 Seconds: We teach controls through play, not text. If a player can't understand the core mechanic by the time the first sound effect plays, we've failed.
Respecting Time: Every session should feel rewarding, whether it's 5 minutes or 2 hours. We avoid 'time-gating' mechanics that punish players for engaging on their own schedule.
Accessibility as Standard: Colorblind modes, scalable UI, and customizable controls are built in on day one, not patched in later. Inclusion is a design constraint, not a feature.
The Commuter Test: Can our game provide satisfying, bite-sized progress on a crowded train? We design for interruptibility, ensuring progress is saved and resumed gracefully.