In teaching students UE4, I find that even those who are primarily interested in design will set aside their designer inclinations until the game reaches peak function, whether by their own volition or their peers' request. It's a noble act, to put gameplay function before gameplay ideology, but in those cases, I really miss seeing the creative forces and brainworms of the creators, unable to bury themselves into the project.
This is what I enjoy most about Transform Blasters- the intent to create novelty/exploration (modular gun evolution and mysterious criteria to boost stats) tied to the player's central motivation (shooting baddies) wasn't cut from core gameplay, and ultimately is what led to me playing ten times longer than I would've otherwise! Both artistry and programming in a game development setting are problems that need solved, and design is the methodology in solving those problems- that design sensibility is what hooked me, and I'm glad you didn't shy away from it!