How do you turn an idea into a game, and how do you make sure that game maintains the spirit of that idea as you develop it? We're joined by Meat Boy level design maven, TowerFall world champion, and all-round charmer Kyle Pulver to solve these problems once and for all! Along the way, we discuss the value of applying constraints to your design, how to define your game by 'pivoting' through your design space, and how making a game is kind of like navigating a canoe. Or blowing up a flour mill. If you like strained metaphors, this is definitely the episode for you.