"own goals are inevitable, power-ups are over-powered, and stealing your opponent's players is practically encouraged… It's chaotic, fast paced, unpredictable, and insane. As long as neither player expects a fair fight, you'll have a blast."
I was really happy with this statement. Something that I'd made a big deal of in Slamjet Stadium had clicked with players. It's meant to be chaotic, it's meant to be unpredictable, and cheating isn't just okay - it's encouraged!
In that respect, one of the exciting freedoms of creating Slamjet Stadium was that I could make it intentionally unfair, and powerups could be intentionally overpowered.
What would be an issue in any other kind of game actually improves the player-vs-player experience, and I find that particularly fascinating.
In many ways this is a big departure from how I used to think about game design. When I was making Greedy Bankers I was fascinated by systems - by the way game mechanics interact with other game mechanics to create a complex web to explore. With that came the belief that no mechanic should be overpowered, lest it render the other mechanics redundant and a single optimal strategy emerge.