What facet of designing PZ have you enjoyed working on the most? And which has proved the most troublesome? Extra points if you mention NPC's :)

The best part of any game is the part at the very beginning when you put together that initial rough design. With an alpha-funded game, the first pre-alpha release tends to follow very rapidly, so this is also the window of time when you get that excitement when you (with any luck) start seeing interest in what you're working on.
I'm not going to say that making games is "just a job", because it isn't. It's absolutely *nothing* like slogging away in a sterile office, but that said there is an aspect to games development where most of what comes *after* that initial exciting design phase is just the production of what you designed. Making the thing is less interesting than coming up with the idea for the thing.
Also, alpha-funded games can be more flexible. So those initial design plans adapt and change along the way. Rather than a hard-and-fast design document, we have something more like design guidelines. There are certain things which are set in stone - for example, being infected is incurable, but other things are flexible - such as exactly how cooking should function, or skills develop, etc.
In this respect we have the benefit of extending those fun and interesting design discussions throughout the whole of the development process.
As far as the least fun parts of development go... well I can't say I particularly enjoyed throwing away all the sprites I had done literally days after I had completed the set of the female characters in favour of switching to 3D models. But it was worth it :)

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