Write down your design pillars. This is the foundation of your game and should never change. Your whole design should tie back to these pillars.

For example:

Intoxicating Creation

The overwhelming excitement of being able to build anything.

Thrill of the Unknown

Excitement, dread and tension of exploring the unknown. No idea what dangers/rewards are down there.

Cascading Hysteria

Uncontrollable outburst of emotion, fear, irrationality, laughter, weeping, etc. FTL style chain of "oh sh!t" dependencies, where a failure in one system can affect others, until you're suddenly in trouble.

Further reading

<aside> 📚 What are design pillars? https://www.charliecleveland.com/game-pillars/

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