Hello,
When it comes to designing the general gameplay of a game, I am aware that a lot of thought often goes into it. However, when it comes to a “Prototype" or proof of concept, I find it hard to think of when is a good point to say “Enough's enough, that's all it needs.”
My question is, what limitations should one give themselves when designing a concept or prototype of their game? Should one focus on the key aspects? Or perhaps just the general controls and systems? Or is there something else that should be focused on first, such as presentation?
Being an aspiring Gameplay Designer, I find myself wanting to establish a good focus on “Do” and “Don't”. Especially so as to not overreach.