I've been thinking recently, that good design is about asking the right questions. So, when we test, it's you know, it's not like we give the game to someone, then ask what they think. And, if they - if they don't like it, then we change something. Um, we observe them. And, ask - and try to ask ourselves the right questions. Stuff like, you know, are they actually having fun? Or, are they just telling us that they are? Um, where are they getting frustrated? Why are they getting frustrated? You know, what is it about this level that's - that's really at the core of their frustration, or their indifference to the game experience? And - and, that's really interesting. It's really interesting observing how people interact with things. And, without - without any other assistance or guidance, right? We - we let the game, hopefully, instruct the players organically. And, um - and, a lot of it is psychology based, right? Like, trying to get players to figure things out for themselves. That's more powerful than telling the player what to do, and then waiting for them to, you know, to press the right button at the right time. Um, And, uh, yeah. I think just carefully asking the right questions. And - and, testing a lot with - with inexperienced gamers. That's - that's important.