For sure. And take board game design. If your game isn't being put in front of people in a prototype state and getting feedback (and more than just your closest friends), you're likely putting yourself at a disadvantage when you put a game out there. There are conventions and playtest groups just for getting that feedback before you commit to the full project.
It'll help you identify problem areas in the game, how engaged the players are, if they find it interesting, help you with specific design problems you're having, etc. I don't think a single board game design of mine hasn't incorporated at least something from the feedback I've gotten from others, before it was pitched to publishers/released.
The same technically applies to video games as well, but that's much riskier, as if you put it out there too much too early, there's a real risk that another developer will take your idea and beat you to market with it (unless it's a narrative or content-heavy game, like a Stardew Valley or Undertale, which my games tend not to be). I've had a few of my games get cloned and put onto other platforms before I've had a chance to, for example, and I'm just a small solo developer.
I do agree that you need periods of silence, though. Sometimes very long periods.