Coming from web and app design, designing for paper was new territory. I hand designed every hex layout, built a dice strip onto each page to make it playable without a die. And after feedback from several playtesters I added power-ups, portals and a strict target score (Par) to undercut - this added quite some complexity and more fun.
One caveat: there's a similar-sounding product called Paper Apps Golf that inspired me. Starting out it was just a side project and I focussed on the mechanics, not the theme (in hindsight I could've just used another theme). The next one will have a different angle, I want to explore how mobile game mechanics translate to pen and paper. Like jump'n'run or tower defense.
PS: About the name - I think it was a Dilbert comic about not paying attention to a meeting that led me to this name.