▶ Insert coin · quick reference card

GAME DESIGNQUICK REFERENCE

The vocabulary, frameworks, mechanics, level design, genres and patterns a game designer needs — with an eye on 2D & pixel-art indies (but not only). Essential, scannable definitions, with pointers to deep-dives.

Use the category links below to jump to a section, or the search to find a concept. Every card is a starting point: the → deep-dive line points to a book / author / example to go further.
Fundamentals

MDA Framework

Mechanics → Dynamics → Aesthetics. The designer builds the rules; from the rules emerge in-game behaviors; from these arise emotions. The player, though, experiences it in reverse: they feel the emotion first.

Hunicke, LeBlanc, Zubek (2004) · the most cited lens for reasoning about levels of abstraction in design.

Fundamentals

Gameplay Loop (Core Loop)

The cycle of actions the player repeats. It must be fun on its own, before content and story.

  • Micro (seconds): jump–shoot, dodge–hit
  • Meso (minutes): clear a room, finish a wave
  • Macro (sessions): unlock–upgrade–return

"30 seconds of fun" (Bungie/Halo): if the basic loop holds for half a minute, it holds for the whole game.

Fundamentals

The 3 Cs

Character, Camera, Control: the trinity of "feel" in action games. Nail these first — they're what the player touches every instant.

Responsive character + readable camera + responsive controls = a solid base to build anything on.

Fundamentals

Player verbs

The fundamental actions: jump, shoot, talk, build. Design around a few strong, combinable verbs.

Mechanics are the rules; verbs are what the player does. One deep verb (e.g. Mario's jump) is worth more than ten shallow ones.

Fundamentals

Affordance & Signifier

Affordance: the action an object makes possible. Signifier: the visual cue that communicates it.

A glowing ledge "says" climbable; a wooden crate "says" breakable. A consistent visual language = no confusion.

Don Norman, "The Design of Everyday Things".

Fundamentals

Feedback & Telegraphing

Every action wants a reaction (visual + audio): without feedback the game feels "dead".

Telegraphing: warning the player of what's about to happen (the enemy's wind-up, the flash before an attack) so the challenge is fair.

Fundamentals

Agency & meaningful choice

Agency: the player feels their decisions matter. A choice is meaningful when it is:

  • Informed — you understand what you're choosing
  • Consequential — it produces real effects
  • Irreversible or costly — you can't undo it for free
Fundamentals

Emergent vs Scripted

Emergent: complex behavior from simple interacting rules (systems, "chemistry"). Scripted: hand-written sequences.

For an indie, emergence is often more efficient: little authored content, lots of varied play.

Fundamentals

Flow & difficulty curve

Keep the challenge aligned with growing skill: too hard → anxiety, too easy → boredom. In between lies the flow channel.

Difficulty doesn't rise in a straight line: it oscillates (peaks + breathers) following the learning curve.

Mihály Csíkszentmihályi, "Flow".

Fundamentals

The 8 kinds of fun

LeBlanc's taxonomy — why people play:

  • Sensation · Fantasy · Narrative
  • Challenge · Fellowship · Discovery
  • Expression · Submission (relaxation/habit)

Replaces the vague "fun": it clarifies what kind of pleasure your game offers.

Quick glossary

Terms to know (1/2)

  • FTUE — first-time user experience, the first minutes
  • Juice — juicy feedback that gives tactile pleasure
  • Hitbox / Hurtbox — area that hits / area that can be hit
  • i-frame — invulnerability frame
  • RNG — random number generation, randomness
  • Meta — currently dominant strategies
  • Nerf / Buff — weaken / strengthen
Quick glossary

Terms to know (2/2)

  • Gating — blocking access to an area/feature
  • Sink / Faucet — resource outflow / inflow
  • Sandbox — free, player-driven space
  • Grinding — repeating to accumulate resources/XP
  • Snowball — a self-reinforcing advantage
  • TTK — time-to-kill
  • Diegetic — exists within the game's fiction
Fundamentals

Formal elements of a game

The "skeleton" that makes something a game (Tracy Fullerton's model):

  • Players and objectives
  • Rules and resources
  • Conflict, boundaries (the "magic circle") and outcome
  • Procedures (the actions allowed)

If one of these is missing, it's probably a toy or a simulation, not a game.

Fundamentals

Rules, objectives & constraints

Rules define the possible; constraints make the "how" interesting.

  • Explicit rules — stated (HUD, tutorial, manual)
  • Implicit rules — conventions the player infers
  • Objectives — primary, secondary, self-imposed
  • Constraints — limits (time, resources, space) that create challenge

A well-chosen constraint generates more gameplay than one more rule.

Fundamentals

Win, loss & game states

Terminal conditions and "state" define the structure.

  • Win/Lose condition — when and why it ends
  • Game states — menu, play, pause, game over, victory
  • Games without a win-state (sandbox, endless) → the player sets the goal

Clear defeat + fast restart = a challenge that invites another try.

Fundamentals

Possibility space & core fantasy

Two opposite, complementary compasses.

  • Possibility space — the set of everything the player can do; rules define and limit it
  • Core fantasy — the central fantasy the game promises to let you live ("you're a ninja", "build an empire")

Every mechanic should widen the right space and serve the right fantasy.

If a feature doesn't fit the core fantasy, it's often scope you don't need.

Fundamentals

Skill floor, ceiling & mastery

Distinguish the player's skill from the avatar's (stats).

  • Skill floor — how easy it is to start playing decently
  • Skill ceiling — how high mastery can climb
  • Mastery curve — the path from floor to ceiling

The classic ideal: "easy to learn, hard to master" — low floor, high ceiling.

Player skill vs avatar skill: decide how much the thumbs matter and how much the build.

Fundamentals

Goal clarity & consequences

Agency is real only if the player understands what to do and what will happen.

  • Goal clarity — I always know the next step
  • Consequence readability — I understand a choice's effect before making it
  • Systemic agency — my actions really change the world's state

A choice in the dark is just luck; an informed choice is design.

Fundamentals

Magic circle

When you play, you step into a separate "space" where its own rules apply, accepted by consent.

  • Boundary — physical (the board, the field) or purely conceptual
  • Shared rules — inside the circle, certain actions change meaning
  • Consent — the game begins when you agree to be in it

It explains why we behave "differently" in play, and gives weight to the pact with the player.

Fundamentals

The 4 Keys to Fun (fiero)

Nicole Lazzaro's model: four kinds of "fun" tied to different emotions.

  • Hard fun — challenge and fiero: personal triumph over the obstacle
  • Easy fun — curiosity and exploration, no pressure
  • Serious fun — playing for a purpose (to relax, to improve)
  • People fun — the fun that comes from being with others

"Fiero" is the face (and the fist-pump) of someone who just overcame something hard.

Mechanics

Core vs secondary mechanics

A core mechanic defines the game; secondary ones support it. Don't dilute: better one mechanic explored deeply than ten sketched.

Test: if you remove that mechanic, is it still the same game? If not, it's the core.

Mechanics

Risk / Reward

More risk → more reward keeps tension alive and rewards mastery. Always leave the player the choice of how much to dare.

Push-your-luck: you keep accumulating until you lose it all. A very powerful tension engine (e.g. roguelites, loot slots).

Mechanics · 2D

Platformer movement tech

"Invisible" assists that make controls feel right even when input isn't perfect:

  • coyote time — you can still jump ~5 frames after leaving the edge
  • jump buffering — a jump pressed just before landing still fires
  • variable jump height — height based on how long you hold
  • apex modifier — more control at the peak of the jump
  • corner correction — forgives ceiling corners

Celeste and Super Mario are the living manuals of these tricks.

Mechanics

Combat fundamentals

  • Hitbox / Hurtbox — what hurts / what gets hurt
  • Hitstop — micro-freeze on impact, adds "weight"
  • Hitstun / Knockback — stun / push
  • i-frame — invulnerability (dash, getup)
  • Cancel / Combo — chaining actions
  • Parry / Dodge window — reaction window
Mechanics · feel

Game Feel / Juice

Small effects, big perceived impact:

  • Screen shake, hitstop, white flash on impact
  • Particles, dust, sparks, debris
  • Squash & stretch on jumps and landings
  • Easing / tweening instead of linear motion
  • Reactive audio layers + slight pitch variation

Steve Swink, "Game Feel" · talk "Juice it or lose it" (Grapefrukt).

Mechanics · 2D

Camera design

The camera is a silent designer: it decides what you see and when.

  • Deadzone — dead area where it doesn't follow
  • Lookahead — anticipates the direction of travel
  • Smoothing (lerp) — follows smoothly, not in jerks
  • Framing / lock — frames arenas and bosses
Mechanics

Resource systems

Health, ammo, currency, stamina, energy: scarcity generates interesting decisions.

Key questions: how is it earned? How is it spent? What do you give up by using it now? A resource without tension is just a number.

Mechanics

Procedural generation

Creates content with rules + RNG (rooms, levels, loot). Use a seed to make it reproducible.

Trap: the "all-the-same" output. Fix: hybrid — hand-designed rooms/pieces assembled procedurally (e.g. Spelunky, Dead Cells).

Mechanics

Input design & mapping

The first layer of "feel": how intention becomes action.

  • Input mapping — which buttons for which actions (ergonomics, grouping)
  • Input latency — delay between press and response: keep it minimal
  • Input buffering — records a command given slightly early and fires it at the right moment
  • Deadzone — stick dead area to avoid drift
  • Remapping — reassignable controls (accessibility + comfort)

See also "Platformer movement tech" for coyote time and jump buffer.

Mechanics

Keyboard, controller & touch

Each device has a different "grammar": design for the primary one.

  • Keyboard-first — many keys, shortcuts, precision (strategy, sim)
  • Controller-first — few buttons, analog sticks, couch comfort
  • Gamepad literacy — known conventions (A confirms, B cancels…)
  • Touch controls — no tactile button feedback: large zones, avoid precise virtual sticks

Supporting a few inputs well > supporting many poorly.

Mechanics

Cooldown, timing window & status effect

Tools to give rhythm and depth to actions.

  • Cooldown — recharge time: regulates frequency and creates decisions
  • Timing window — window in which an input is valid (parry, combo)
  • Status effect — altered states (poison, freeze, stun)
  • Buff / debuff — temporary boosts/weakenings
  • Temporary abilities & contextual interactions (an action that changes with context)
Mechanics

Power-up & pickup design

Collectibles are immediate rewards and pacing levers.

  • Pickup — clear, attractive, readable at a glance
  • Power-up — changes how you play, not just the numbers
  • Temporary (tension "use it now") vs permanent (progression)
  • Telegraph the effect with consistent sound/color/shape

Mario's mushroom teaches: a pickup can redefine the whole state.

Mechanics

Stealth mechanics: visibility & detection

The mechanical heart of stealth is the enemy's information.

  • Line of sight (LOS) — what the enemy can see (cones, obstacles)
  • Visibility state — how hidden you are (shadow, cover, noise)
  • Detection meter — gradual buildup of suspicion: gives reaction and margin
  • Communicated states: unaware → suspicious → alerted

See the "Stealth" genre; the readability model is Mark of the Ninja.

Mechanics

Physics as a mechanic

When physics simulation is the gameplay, not just decoration.

  • Weight & inertia — momentum the player must manage
  • Gravity — falling, jumping, objects
  • Push & bounce — knockback, springs, elastic walls
  • Upside: emergent situations; risk: unpredictability to tame

Examples: Angry Birds, World of Goo, Human: Fall Flat.

Mechanics

Score, combos & multipliers

In many games the score isn't decoration: it's the mechanic that pushes you to take risks and "play well".

  • Combo / chain — hits linked without a break: reward consistency and rhythm
  • Multiplier — rises with the combo, collapses if you miss or stop
  • Style meter — rates variety, not just damage (Devil May Cry)
  • Risk-for-score — more risk (grazing, no-damage) means more points

A good scoring system turns "surviving" into "mastering".

Mechanics

Turn structure & action economy

In turn-based games the design lives on how many actions you get and in what order you act.

  • Action economy — how many actions per turn (move+attack, action points)
  • Initiative / order — who acts first; alternating turns or a queue
  • ATB / semi-real-time — bars that fill up (Final Fantasy)
  • Time / energy — actions that cost "time" and shift the order

One action more or fewer per turn flips the whole balance.

Mechanics

Traversal & movement abilities

Beyond the "assists" (coyote time & co.), movement is made of verbs that define the game.

  • Dash / dodge — dash, dodge, dash-cancel
  • Jumps — double jump, wall-jump, wall-run
  • Grapple / swing — hook and swing
  • Glide / climb — gliders, climbing, swimming

Every new movement ability opens up new spaces and situations (see metroidvania).

Mechanics

Health, damage & defense models

How you represent life and damage changes the feel, tension and rhythm of combat.

  • HP vs hearts — a continuous bar or discrete notches
  • Recovery — regeneration, kits/potions, checkpoint refill
  • Defenses — armor, shields, poise/stagger, stamina-break
  • Damage types — resistances and weaknesses (rock-paper-scissors)

Discrete hearts make every hit readable; bars + regen change the risk entirely.

Mechanics

Aiming, lock-on & aim assist

How the game turns "point at the enemy" into a hit defines precision and accessibility.

  • Lock-on / Z-target — target locking (Zelda)
  • Aim assist — magnetism, friction, soft-lock (controller)
  • Auto-aim — full automatic aiming (many mobile games)
  • Lead / ballistics — leading moving targets

Good aim assist is invisible: it helps without the player noticing.

Level Design

Teaching through design

A 4-beat structure (the "Kishōtenketsu" of Mario levels):

  • Introduce — the mechanic safely
  • Develop — ask the player to really use it
  • Twist — combine or complicate it
  • Conclude — a final test that masters it

A good level is an invisible tutorial: no text, just space.

Level Design

Pacing & rhythm

Alternate tension and breathing room, action and calm. Difficulty draws a sawtooth profile: peaks followed by descents.

Monotony kills more than difficulty: vary threats, spaces and intensity.

Level Design

Critical path & optional content

Distinguish the main path (the readable "golden" route) from branches (secrets, shortcuts, rewards).

Reward explorers: optional content adds depth without blocking those who just want to finish.

Level Design

Gating · Lock & Key

Block progress until the player has the "key": an item, an ability, or mastery.

  • Hard gate — needs an item (the metroidvania door/ability)
  • Soft gate — needs skill (you can pass if you're good)

Smart backtracking makes the map "grow" over time.

Level Design

Wayfinding & landmarks

Guide the eye with light, color, leading lines, contrast and composition. The player goes where their gaze leads.

Landmarks (a tower, a neon sign) orient and give a sense of place. In 2D: silhouettes and accent colors in the background.

Level Design

Blockout / Greybox

Form first, art later. Build the level with grey boxes and test the gameplay until it works.

Art applied too early makes changing the layout painful. Playable layout → then dress it.

Planning tool: the beat chart (a beat-by-beat map of emotions and intensity).

Level Design

Checkpoints & frustration

Place saves generously in hard stretches: repeating 5 seconds motivates, repeating 5 minutes makes people quit.

Rule: what you lose on death must be proportional to the mistake made, not punitive at random.

Level Design

Consistent visual language

Always communicate the same way: danger (red spikes), safety, interactable, fragile.

If spikes are deadly in one spot and harmless in another, you've broken the trust pact with the player.

Level Design

Encounter & arena design

Designing the space of a fight, not just the enemies.

  • Arena — shape, cover, escape routes, elevation
  • Safe zone / danger zone — alternating shelter and risk
  • Pressure design — how the space "pushes" the player to move
  • Combat readability — I see threats, bullets and exits clearly
  • Entry/exit and internal rhythm of the room
Level Design

Platformer spatial metrics

Space is measured in the character's abilities: metrics first, then levels.

  • Jump height and distance = the level's unit of measure
  • Character speed
  • Tile metrics — everything a multiple of the grid and the jump
  • Camera bounds & landing zones (readable, safe landings)

Build a "metrics test room" and tune every gap against it.

Level Design

Backtracking, shortcuts & loops

Let the map "breathe" by connecting it back to itself.

  • Readable backtracking — you return with new powers and see new things (not just redone roads)
  • Shortcuts — paths that unlock and stitch the space together (Dark Souls)
  • Spatial loops — routes that close on themselves, reducing frustration
  • Functional landmarks — reference points to orient yourself
Level Design

Secrets & exploration rewards

Reward curiosity without penalizing those who go straight.

  • Managing secrets — hinted at (cracks, sounds, "off" details)
  • Tangible rewards — upgrades, currency, lore, shortcuts
  • Using space to teach — the scenery shows first what you'll later use

A found secret should give the right "dopamine hit", not just text.

Genres · Action

Platformer

Movement and jumping at the center of everything. Subgenres:

  • Precision — Celeste, Super Meat Boy, N++, Jump King
  • Puzzle platformer — Braid, Fez, The Swapper, Limbo
  • Run-and-gun — Contra, Cuphead, Gunstar Heroes, Blazing Chrome
  • Cinematic — Another World, Flashback, Inside, Oddworld
  • Action platformer — Shovel Knight, Rayman Origins, Ori
  • Auto-runner — Canabalt, BIT.TRIP Runner, Jetpack Joyride

Super Mario remains the absolute reference for jump "feel".

Genres · Action

Metroidvania

An interconnected map explored non-linearly, unlocked by abilities (ability-gating) with backtracking.

  • Classics — Metroid, Castlevania: Symphony of the Night
  • Modern — Hollow Knight, Ori, Blasphemous, Axiom Verge
  • With combat — Guacamelee!, Bloodstained
  • Soulsvania — Salt and Sanctuary, Nine Sols

Loop: explore → find ability → backtrack → open new paths.

Genres · Action

Beat 'em up / Brawler

You advance by scrolling and pummel crowds of enemies: combos and crowd control. Often local co-op.

  • Arcade — Final Fight, Streets of Rage, TMNT
  • Modern/indie — Streets of Rage 4, Scott Pilgrim, River City Girls
  • With RPG — River City Ransom, Castle Crashers
Genres · Action

Fighting game

1v1 combat: spacing, frame data, mind games. High mastery threshold.

  • 2D arcade — Street Fighter, The King of Fighters, Guilty Gear
  • Indie 2D — Skullgirls, Them's Fightin' Herds, Rivals of Aether
  • Platform fighter — Super Smash Bros., Brawlhalla, MultiVersus
  • 3D — Tekken, Mortal Kombat, SoulCalibur
Genres · Action

Hack & slash / Character action

Acrobatic combat, deep combos, style rewarded with score.

  • 3D — Devil May Cry, Bayonetta, Ninja Gaiden
  • Souls-adjacent — Sifu
  • 2D / iso — Hades, Hyper Light Drifter

Not to be confused with the ARPG à la Diablo (there the heart is the loot).

Genres · Action

Stealth

Avoid rather than confront: patrols, visibility, patience. Tension comes from information (what the enemy knows).

  • 3D — Metal Gear Solid, Splinter Cell, Thief, Dishonored
  • 2D — Mark of the Ninja, Gunpoint, Stealth Bastard
Genres · Action

Shoot 'em up (Shmup)

Automatic scrolling: you dodge bullets and shoot. Grazing, bombs, patterns to memorize.

  • Vertical — Ikaruga, DoDonPachi, Jamestown
  • Horizontal — R-Type, Gradius
  • Bullet hell / danmaku — Touhou, Crimzon Clover
  • Modern / cute-em-up — Sky Force, ZeroRanger
Genres · Action

Twin-stick shooter

You move and aim independently (two sticks / WASD + mouse). Often fused with the roguelite.

  • Roguelite — Enter the Gungeon, Nuclear Throne
  • Arcade — Geometry Wars, Assault Android Cactus
  • Pure top-down — Hotline Miami
Genres · Action

Soulslike

Methodical and punishing combat: stamina, bonfires/checkpoints, cryptic lore, "die and learn".

  • Origins — Demon's/Dark Souls, Bloodborne, Elden Ring
  • 2D / indie — Salt and Sanctuary, Blasphemous, Nine Sols, Death's Gambit
  • Metroidvania-souls — Hollow Knight

Term born from Dark Souls (FromSoftware).

Genres · Shooter

FPS — first-person shooter

First-person action. Very different subgenres:

  • Boomer / retro — DOOM, Quake, DUSK, Ultrakill, Amid Evil
  • Arena — Quake III, Unreal Tournament
  • Military / modern — Call of Duty, Battlefield
  • Hero shooter — Overwatch, Team Fortress 2

For indies the boomer shooter strand is a lively niche.

Genres · Shooter

Battle royale & extraction

Many players, a strong multiplayer component and meta-economy.

  • Battle royale — PUBG, Fortnite, Apex Legends, Warzone
  • Extraction shooter — Escape from Tarkov, Hunt: Showdown
Genres · RPG

JRPG

Turn-based (or ATB), a party, a strong linear story. Today often in HD-2D style (sprites + 3D).

  • Classics — Final Fantasy, Chrono Trigger, Dragon Quest
  • Modern — Persona 5, Octopath Traveler
  • Indie pixel — Sea of Stars, Chained Echoes, Cosmic Star Heroine
Genres · RPG

CRPG / WRPG

Deep choices, rich systems, a reactive world, free-form builds. Text and consequences at the center.

  • Classics — Baldur's Gate, Planescape: Torment, Fallout
  • Modern — Baldur's Gate 3, Divinity: Original Sin 2, Disco Elysium
Genres · RPG

ARPG — Action RPG

Real-time combat + loot + growth. Heart: "kill → loot → upgrade".

  • Looter / hack-n-slash — Diablo, Path of Exile, Grim Dawn, Titan Quest
  • Open-world action — The Witcher 3, Nioh
  • 2D / iso indie — Hades, CrossCode, Children of Morta
Genres · RPG

Tactical RPG / SRPG

Grid-based tactical battles: positioning, turns, often permadeath.

  • Classics — Final Fantasy Tactics, Tactics Ogre, Fire Emblem
  • Modern / indie — Into the Breach, Wargroove, Triangle Strategy, Fae Tactics
Genres · RPG

Dungeon crawler

You explore dungeons (often first-person, grid-based), map them, manage party and resources step by step.

  • Blobber — Etrian Odyssey, Eye of the Beholder, Legend of Grimrock
  • Action — Diablo (also ARPG), Vampire Survivors-adjacent
Genres · RPG

Monster taming / collecting

Catch, raise and evolve creatures; teams, types, battles (often turn-based).

  • Reference — Pokémon
  • Indie — Monster Sanctuary, Cassette Beasts, Coromon, Temtem, Ooblets
Genres · Rogue

Roguelike (traditional)

Turn-based, on a grid, ASCII/tile, permadeath, no meta-progression (Berlin Interpretation). Enormous depth, steep curve.

  • Historic — Rogue, NetHack, ADOM
  • Modern — Dungeon Crawl Stone Soup, Caves of Qud, Cogmind, Tangledeep
Genres · Rogue

Roguelite (action)

Procedural runs + persistent meta-progression across deaths: "every death makes you stronger/better".

  • Action — Hades, Dead Cells, Enter the Gungeon
  • Platform — Rogue Legacy, Spelunky
  • Various — The Binding of Isaac, Risk of Rain 2, FTL
Genres · Rogue

Survivor-like / bullet heaven

Growing hordes, automatic attacks, pick upgrades, survive N minutes. Little input, lots of progression: perfect for indie/pixel.

  • Progenitor — Vampire Survivors
  • Followers — Brotato, Halls of Torment, 20 Minutes Till Dawn, Death Must Die

Subgenre that exploded from 2022: young and crowded.

Genres · Rogue / Cards

Deckbuilder & cards

You build a deck and exploit synergies; the engine is the emergent combos.

  • Roguelite deckbuilder — Slay the Spire, Monster Train, Inscryption, Balatro
  • Story deckbuilder — Griftlands, Roguebook
  • CCG / digital — Hearthstone, MTG Arena, Marvel Snap, Gwent
Genres · Strategy

RTS — real-time strategy

Gather, build, command armies in real time: micro + macro together, high pressure.

  • Classics — StarCraft, Age of Empires, Command & Conquer, Warcraft III
  • Modern / indie — They Are Billions, Tooth and Tail, Bad North
Genres · Strategy

Turn-based strategy & 4X

You think without rushing. 4X = eXplore, eXpand, eXploit, eXterminate. "One more turn" depth.

  • TBS — Advance Wars, Wargroove, Old World
  • 4X — Civilization, Endless Legend, Age of Wonders
  • Grand strategy — Crusader Kings, Europa Universalis, Stellaris
Genres · Strategy

Tower defense

Defend a path by placing turrets; escalating waves. Economy + positioning + damage types.

  • References — Kingdom Rush, Bloons TD, Defense Grid
  • Hybrids — Plants vs. Zombies, Orcs Must Die
Genres · Strategy

Auto-battler & MOBA

Competitive, derived from Warcraft/Dota mods.

  • Auto-battler — Teamfight Tactics, Dota Underlords, Super Auto Pets, Backpack Battles
  • MOBA — League of Legends, Dota 2, Smite

Auto-battler = draft + positioning; MOBA = lanes + abilities.

Genres · Sim

Life & farming sim

Daily life: you farm, build relationships, relaxed pace. Often "cozy".

  • References — Stardew Valley, Story of Seasons (Harvest Moon), Animal Crossing
  • Indie — My Time at Portia, Fields of Mistria, Sun Haven
Genres · Sim

Colony & management sim

Manage a colony/base with many interconnected variables: emergent chaos IS the content.

  • References — Dwarf Fortress, RimWorld, Oxygen Not Included
  • Survival management — Frostpunk, Banished
  • Logistics / automation — Factorio, Satisfactory
Genres · Sim

City builder & tycoon

Build cities/parks/businesses and optimize flows and profits. Economic balancing at the center.

  • City builder — SimCity, Cities: Skylines, Townscaper, Against the Storm
  • Tycoon — RollerCoaster Tycoon, Two Point Hospital, Game Dev Tycoon
Genres · Sim

Immersive sim

Deep, consistent systems: many ways to solve every situation, freedom to the player. It's a design philosophy more than an aesthetic.

  • Founders — System Shock, Deus Ex, Thief
  • Modern — Dishonored, Prey (2017)
Genres · Sim / Action

Survival & crafting / sandbox

Gather resources, craft, build, survive; often open-world with a day/night cycle and hunger.

  • 2D — Terraria, Core Keeper, Necesse
  • 3D — Minecraft, Don't Starve, Subnautica, Valheim
Genres · Puzzle

Puzzle: tile, block & physics

You manipulate shapes, blocks or physics. Simple rules, combinatorial depth.

  • Falling block / match — Tetris, Puyo Puyo, Lumines, Bejeweled
  • Puzzle-RPG — Puzzle Quest
  • Physics — World of Goo, Cut the Rope, Angry Birds, Human: Fall Flat
Genres · Puzzle

Puzzle: logic, sokoban & deduction

Pure reasoning, no rush: the goal is the mental "click", not trial and error.

  • Sokoban / movement — Stephen's Sausage Roll, Patrick's Parabox
  • Logic / rules — Baba Is You, The Witness
  • Deduction / investigation — Return of the Obra Dinn, The Case of the Golden Idol
Genres · Puzzle

Puzzle: automation / programming

You build machines or "programs" that solve the problem; satisfaction = efficiency, multiple solutions.

  • Zachlike — Opus Magnum, SpaceChem, Shenzhen I/O, TIS-100
  • Factory — Factorio, Shapez, Infinifactory
Genres · Narrative

Point-and-click adventure

Explore scenes, collect items, solve puzzles, dialogue. Writing and atmosphere at the center.

  • Classics — Monkey Island, Day of the Tentacle, Grim Fandango
  • Indie — Machinarium, Thimbleweed Park, Kentucky Route Zero, Unavowed
Genres · Narrative

Visual novel & interactive fiction

Text-based story + choices + branches; minimal or hybrid gameplay. Ideal for small teams (little "system", lots of writing).

  • Visual novel — Ace Attorney, Doki Doki Literature Club, Danganronpa, Steins;Gate
  • Indie pixel — VA-11 Hall-A, Slay the Princess
  • Interactive fiction — Zork, 80 Days, Choice of Games
Genres · Narrative

Walking sim / narrative-exploratory

You explore a place and reconstruct a story; little or no challenge. Environmental storytelling at its peak.

  • References — Gone Home, Firewatch, Dear Esther, What Remains of Edith Finch
  • Short / cozy — A Short Hike, Lake
Genres · Narrative / Action

Survival horror

Scarce resources, vulnerability, oppressive atmosphere. Fear comes from powerlessness + scarcity, not jump scares alone.

  • 3D — Resident Evil, Silent Hill, Amnesia
  • 2D / pixel indie — Faith, Lone Survivor, Detention, Signalis
Genres · Misc

Rhythm / musical

Input in time with the music; score = precision. Fusing it with other genres is a goldmine for indies.

  • Classics — Guitar Hero, Dance Dance Revolution, Beat Saber
  • Hybrids — Crypt of the NecroDancer (rhythm + roguelike), Rhythm Doctor
  • Indie — Friday Night Funkin', Thumper, Sayonara Wild Hearts
Genres · Misc

Sports & racing

Simulation or arcade of sports/driving. For small teams, arcade > sim.

  • Sim — EA Sports FC (FIFA), Gran Turismo, Forza
  • Arcade — Mario Kart, Rocket League, Windjammers, Art of Rally
  • Indie / pixel — Golf Story, Sportsfriends
Genres · Misc

Idle / incremental / clicker

Automatic/exponential progression: you optimize and "let it run". It's numeric-curve design in its purest form.

  • References — Cookie Clicker, Universal Paperclips, NGU Idle, Melvor Idle

See the "Numeric curves" card in Systems.

Genres · Misc

Party / chaotic co-op

Few buttons, lots of chaos on the couch or online. The fun comes from the interaction between people.

  • Chaotic co-op — Overcooked, Moving Out, PlateUp!
  • Party / minigames — Mario Party, Jackbox, Pummel Party
  • Tight co-op — Pico Park, It Takes Two
Genres · Misc

Cozy games

No pressure or punishing failure: comfort, creativity, calm. A category of tone more than mechanics — fast-growing and very indie.

  • References — Stardew Valley, Animal Crossing, Spiritfarer, Unpacking, A Short Hike, Coffee Talk, Dorfromantik
Genres · Compass

Why genres matter

A genre sets the player's expectations and a shared vocabulary. Knowing it lets you: respect its useful conventions, break them on purpose, and position your game in the market (store, tags, wishlist).

Genres · Compass

Hybrid & emerging genres

The frontier comes from crossovers — for an indie, the unexpected crossover is often the winning idea:

  • Soulsvania — Hollow Knight, Nine Sols
  • Roguelite deckbuilder — Slay the Spire, Balatro
  • Survivor-like — Vampire Survivors
  • Rhythm + X — Crypt of the NecroDancer
  • HD-2D — Octopath Traveler, Sea of Stars
Genres · Patterns

Action-genre patterns

Recurring conventions (the "implicit promises") of:

  • Platformer — perfect control, readable gaps, instant death + fast retry
  • Metroidvania — interconnected map, ability-gating, rewarding backtracking
  • Action-adventure — exploration + combat + environmental puzzles + progression (Zelda-like)

Respect the genre's base promises, then break one on purpose.

Genres · Patterns

Roguelite & deckbuilder patterns

What the audience expects:

  • Roguelite — procedural runs, meta-progression, emergent builds, "every death counts"
  • Deckbuilder — a deck that grows during the run, synergies, drafting choices
  • Common: variety between runs and readability of risk

Mandatory element: the feeling that "this run is different".

Genres · Patterns

Puzzle & tactical patterns

Pure-thinking genres:

  • Puzzle — one solution/idea per puzzle, no rush, the mental "click"
  • Tactical — clear information, positioning, decisions with trade-offs
  • Common: total readability of the state (Into the Breach as a model)

Promise: the challenge is fair because you have all the information.

Genres · Patterns

Survival / cozy / management patterns

Three tones, three different pacts with the player:

  • Survival horror — scarcity, vulnerability, oppressive atmosphere
  • Cozy — no punishing failure, calm, expression
  • Management — interconnected systems, emergent stories, optimization

Getting the tone wrong (a "punishing" cozy) betrays expectations.

Genres · Compass

Choosing a genre as an indie

The right genre is a decision of scope and market, not just taste.

  • Scope-friendly — puzzle, roguelite, survivor-like, VN, deckbuilder, cozy
  • High risk — MMO, 3D open-world, fighting game (netcode), MOBA, RTS
  • Risky hybrids — ambitious crossovers that multiply the work
  • Inspiration vs clone — take the loop, change the identity (don't copy 1:1)

Know the genre's promises and mandatory elements before breaking them.

Systems

Game economy

Think in terms of faucets (resource inflows) and sinks (outflows). The balance between the two keeps the economy healthy.

Too many faucets / too few sinks → inflation: currency loses value and tension fades. Add sinks (repairs, upgrades, consumables).

Systems

Progression

How the player grows: XP/levels, skill tree, gear/loot, unlocks.

  • Vertical — more power on the same axes
  • Horizontal — new options and styles, not just bigger numbers

Horizontal progression ages better: it gives variety, not just bloat.

Systems

Balancing

Goal: viable diversity, not identical options. Avoid the dominant strategy that makes everything else useless.

  • Rock-paper-scissors — no option always wins
  • Symmetric vs asymmetric — same resources vs different roles

Put the numbers in a spreadsheet: balancing is also math.

Systems

Randomness / RNG

Input randomness (before the choice, e.g. a generated map): perceived as fairer, it's material to reason about.

Output randomness (after the choice, e.g. hit %): can feel unfair. Mitigate with a pity timer / pseudo-RNG that smooths unlucky streaks.

Systems

Difficulty & accessibility

Static modes (Easy/Hard) vs DDA (dynamic difficulty adjustment, rubber-banding) that adapts in real time.

Assist options (extra lives, slow time) widen the audience without cheapening the challenge for those who want it.

Celeste — Assist Mode: a case study in inclusive difficulty.

Systems

Numeric curves

How costs and rewards scale:

  • Linear — constant, predictable growth
  • Exponential — explodes (watch out for power creep)
  • Logarithmic — diminishing returns

Often linear rewards + exponential costs = a sense of progress without breaking.

Systems

Feedback loop

Positive: whoever is ahead pulls even further ahead (snowball) — thrilling but can end the match too early.

Negative: helps whoever is behind (Mario Kart's "blue shell") — keeps matches close. Dose both depending on the experience you want.

Systems

Save system & checkpoint economy

When and how you save defines tension and respect for the player's time.

  • Autosave — invisible, frequent, safe
  • Manual save — control to the user (risk of "save scumming")
  • Checkpoint economy — checkpoint density = how punishing the challenge is
  • Save points as a resource (survival horror) or continuous (action)
Systems

Death loop, retry & penalty

How you handle death determines motivation or abandonment.

  • Retry loop — how fast you can try again after death
  • Death penalty — what you lose: it must be proportional
  • Acceptable loss — enough to sting, not enough to frustrate
  • Roguelite persistence — what carries over between runs (meta)

Celeste: harsh death, instant retry, zero redone ground.

Systems

Inventory, loot & equipment

The heart of ARPGs and survival: find, manage, equip.

  • Inventory — space, weight, management as a mini-game (or friction to avoid)
  • Loot system — drops, tables, the "slot machine" of loot
  • Item rarity — common→legendary: communicates value at a glance
  • Equipment — slots, sets, synergies

See "Tables: spawn, loot, enemy" in Technical Design.

Systems

Crafting, build & skill tree

Customization systems that give expression and replayability.

  • Crafting — recipes as progression gating
  • Skill tree / upgrade path — growth choices with trade-offs
  • Synergy design — combos worth more than the sum
  • Dominant build — avoid it: an always-best build kills variety
  • Respec — the ability to redo your choices
Systems

Achievement, challenge & mastery

Optional objectives that extend the game's life.

  • Achievement design — reward discovery and mastery, not blind grinding
  • Challenge design — optional challenges with special rules
  • Optional mastery — content for those who want to push further

The best achievements teach you to play better.

Systems

Meta-progression & unlock economy

The progression that lives between sessions.

  • Meta-progression — permanent unlocks that change future runs
  • Unlock economy — the pace of unlocks (neither too slow nor emptied out)
  • Run economy — resources internal to a single run
  • Daily run — shared seed, daily challenge and community

Too much meta = "win by waiting"; too little = discouraging.

Systems

Luck vs control & emergent stories

Balance chance with skill, and let the systems tell stories.

  • Luck — variety and surprise; control — mastery and fairness
  • Mitigate bad luck (pity timer, multiple choices) — see "Randomness / RNG"
  • Emergent stories — combining systems generate unique anecdotes

RimWorld and Dwarf Fortress: systemic chaos IS the content.

Systems

Multiplayer design

Adding other players changes everything: social, technical and moderation design.

  • Co-op vs PvP — collaboration or competition shape rules and pace
  • Matchmaking & roles — balance, skill, complementary roles
  • Netcode — lockstep vs rollback vs client-server: latency and fairness
  • Social friction — griefing, toxicity, communication: design for them, don't suffer them

Multiplayer is also infrastructure and community: for a solo dev it's the most expensive path.

Systems

Relationship & affinity systems

Measuring and evolving bonds with characters and factions is a mechanic, not just writing.

  • Affinity / "hearts" — bonds that grow with gifts, dialogue, time
  • Reputation / factions — the world reacts to your conduct
  • Romance / social links — relationships with unlocks and benefits
  • Trust meter — trust that opens options or closes them

Tie the numbers to the story: every affinity level should "say" something.

Systems

Building & placement

When the player builds in space, the placement rules are the mechanic.

  • Grid vs free — grid snapping or free placement
  • Structural rules — supports, weight, valid connections
  • Blueprint / template — saved, reusable schemes
  • Validation — clear feedback on what can be placed

Survival, colony/city builder, tower defense: space becomes a puzzle.

Systems

Time, clock & day-night cycle

Time as a resource or a setting: it sets rhythm, pressure and opportunity.

  • Day/night cycle — enemies, activities and visibility that change
  • Calendar / seasons — events and deadlines (harvests, festivals)
  • NPC schedules — routines that make the world feel alive
  • Time pressure — a clock that creates tension (or removes it)

Decide whether time always flows, only with actions, or stops when needed.

Narrative

Narrative structures

  • Three acts — setup / confrontation / resolution
  • Hero's journey — the monomyth (Campbell)
  • Kishōtenketsu — 4 acts without conflict (Eastern tradition)
  • In medias res — you start in the middle of the action

In games, structure must bend to interactivity: the player is not a spectator.

Narrative

Environmental storytelling

Tell the story through the world, not exposition: ruins, left-behind objects, writing on walls, "frozen" scenes.

The player reconstructs the story by observing — stronger participation than a read-out dialogue.

Dark Souls, Gone Home, Hollow Knight.

Narrative

Embedded vs Emergent

Embedded: a story pre-written by the authors (cutscenes, dialogue).

Emergent: arises from the game itself, unrepeatable, told by the player ("that time when…"). E.g. Dwarf Fortress, RimWorld, immersive sims.

Narrative

Ludonarrative harmony / dissonance

Consistency (or conflict) between what you do and what the story says. If the character is "peaceful" but slaughters hundreds of enemies, there's dissonance.

Seek harmony: gameplay should express the theme, not contradict it.

Term coined by Clint Hocking about BioShock.

Narrative

Diegetic vs non-diegetic

Diegetic: exists in the game world (a sign, a radio, Dead Space's hologram backpack).

Non-diegetic: only for the player (HUD, bars, soundtrack). Diegetic UI = more immersion, less "screen".

Narrative

Show, don't tell & worldbuilding

Show through action and detail instead of explaining. Iceberg theory: for everything visible, hint at a world beneath.

A consistent world (rules, aesthetics, lore) creates credibility even with very little — ideal for an indie.

Narrative

Character & dialogue

A living character has a want, a need and an arc; and a recognizable voice.

Linear dialogue (strong writing, direction) vs branching (agency, choice & consequence). More branches = more cost: dose it wisely.

Narrative

Quest & mission design

Structuring objectives that interweave gameplay and story.

  • Objective design — clear, motivated, readable goals
  • Mission structure — setup → development → climax → reward
  • Side quest — deepen world and characters (not just "fetch")
  • Narrative fail state — failure as a branch, not just game over
Narrative

Choice & consequence

Choices that truly matter (see "Agency & meaningful choice").

  • Branching narrative — diverging branches (costly: use bottlenecks)
  • Narrative variables — flags/values that remember choices
  • World reactivity — the world reacts to what you do
  • False choice — avoid it: options that lead to the same outcome

One visible consequence is worth more than ten invisible branches.

Narrative

NPCs & functional dialogue

Characters and lines that do double duty: gameplay + character.

  • NPC design — role (guide, merchant, challenge) + recognizable voice
  • Functional dialogue — informs and characterizes at once
  • Subtext — what's left unsaid weighs as much as what's said
  • Micro-writing — very few words, maximum effect
Narrative

Micro-writing & lore delivery

How to deliver world and story in small doses.

  • Short text — names, tooltips, loading screens
  • Item description — "Dark Souls-style" lore in objects
  • Environmental lore — the world telling its own story
  • Narrative breadcrumb — scattered clues that pull you forward

Show, don't tell: the iceberg suggests more than it states.

Narrative

Narrative pacing & systemic narrative

Making story and a repetitive structure (roguelite, sim) coexist.

  • Narrative pacing — when and how much to tell between gameplay
  • Roguelite narrative — fragments per run, progress across deaths
  • Systemic / emergent narrative — the story arises from systems and choices

Hades: every death advances the story instead of interrupting it.

Narrative

Tone, theme & motivation

The consistency that holds everything else together.

  • Tone — the emotional "color" (dark, ironic, melancholic)
  • Theme — what the game is really about, beneath the plot
  • Character motivation vs player motivation
  • Align the ludic goal and the narrative goal (ludonarrative harmony)
Pixel Art

Resolution & canvas

Pick a base resolution and design everything to it (e.g. 320×180, 256×224, 384×216). Draw sprites at their native size, not large "to shrink down".

Keep a consistent pixel density: no sprites at different resolutions in the same scene.

Pixel Art

Palette & color ramp

Work with limited palettes (NES, PICO-8's 16 colors, or a custom one). Build color ramps for shading.

Hue shifting: in shadows shift toward cool colors, in highlights toward warm ones — don't just darken/lighten the brightness.

lospec.com for palettes · Pixel Logic by Michael Azzi.

Pixel Art · tech

Pixel-perfect & scaling

Scale only by integer multiples (2×, 3×, 4×): fractional scaling creates "dirty" pixels.

Avoid sub-pixel positions (jitter): round sprite and camera positions. In Godot use pixel snap and a fixed-resolution viewport.

Pixel Art

Dithering & anti-aliasing

Dithering: you alternate pixels of two colors to simulate gradients/shading with few colors.

Manual anti-aliasing: intermediate pixels placed by hand to soften curves and diagonals. Use it sparingly, where readability needs it.

Pixel Art

Animation

Few frames, well chosen. Key poses before in-betweens.

  • Idle 2–4 frames · Walk 4–8 · short, snappy attack
  • Anticipation and follow-through even at 8px
  • Smear frames for fast movements
  • Loop with no "jolt" at the seam

Tutorials: Saint11 (Pedro Medeiros) · tool: Aseprite.

Pixel Art

Readability & silhouette

A good silhouette is recognizable even all-black. A fundamental test for characters and enemies.

Ensure contrast between foreground and background (the background should be desaturated/darkened) and use selective outlines to separate subjects.

Pixel Art · 2D

Tileset & autotiling

Create seamless tiles and transition sets between terrains. Autotiling (47-tile blob / Wang tiles) picks the right tile automatically at edges.

Tools: Tiled, Godot TileMap / TileSet with terrains.

2D · tech

Rendering & 2D camera

Techniques that give depth and atmosphere to 2D:

  • Parallax — background layers at different speeds
  • Pixel-perfect camera — no shimmer
  • CRT / scanline shader — arcade-cabinet look
  • 2D lighting — lights + normal maps on sprites
Pixel Art & 2D

Sprite sheet & animation states

Organize animations for clarity and frame economy (few, well-chosen frames).

  • Base states: idle · walk · run · jump · fall · attack · hit · death
  • Consistent sprite naming (player_run_01) for clean importing
  • Sheet layout ordered by state; consistent pivots/origins
  • Anticipation and recovery even with 3-4 frames

Tool: Aseprite (tags per state, atlas export).

Pixel Art & 2D

2D collisions & tile metadata

Collision often does NOT match the sprite: separate them.

  • Tile collision + tile metadata (properties per tile type)
  • One-way platform — jump up through it, stand on top
  • Hazard tiles (damage) and trigger tiles (events)
  • Slope handling — slopes handled carefully (smooth movement)

In Godot: TileSet with physics/terrain layers and custom data.

Pixel Art & 2D

Readability in motion

What matters isn't the still sprite, but how it reads in motion.

  • Silhouette in motion — recognizable even during the action
  • Visual priority: player > enemies > projectiles > pickups > background
  • Desaturated/dark background to make gameplay stand out
  • Projectiles always high-contrast, never camouflaged
Pixel Art & 2D

Damage feedback & 2D VFX

Communicate hits and events with readable, disciplined effects.

  • Hit flash — the sprite flashes white on hit (super clear)
  • Damage feedback — coordinated numbers, knockback, hitstop
  • 2D VFX — impacts, trails, explosions
  • Particle discipline — a few targeted particles > a rain of confetti

Audio + animation + VFX consistency = convincing impact.

Pixel Art & 2D

Parallax & depth layering

Give depth to a flat scene with layers.

  • Parallax — backgrounds at different speeds = sense of distance
  • Depth layering — multiple planes (far→near)
  • Foreground vs background — the foreground must not cover gameplay

Keep decorative foreground transparent or out of the action zones.

Pixel Art & 2D

Pixel UI

Pixel-art interfaces that stay readable and well scaled.

  • UI scale — scale by integers like the sprites (no fuzz)
  • Readability of small sprites — clear icons at low resolution
  • Bitmap font consistent with the base resolution

See the UX & UI category for hierarchy, HUD and distance readability.

Psychology

Flow

A state of total immersion. Conditions: clear goals, immediate feedback, balance between challenge and skill.

Stay in the "flow channel": raise the challenge as the player improves, or you lose them to boredom/anxiety.

Csíkszentmihályi, "Flow".

Psychology

Motivation (SDT)

Self-Determination Theory identifies 3 needs that drive play:

  • Autonomy — I feel I'm choosing
  • Competence — I'm improving
  • Relatedness — connection with others/the world

Intrinsic motivation retains better than extrinsic (rewards).

Psychology

Reward schedules

Fixed ratio (a reward every N actions) vs variable ratio (an unpredictable reward). Variable — the "slot machine" — is the most engaging.

⚠️ It's also the most manipulable (loot boxes, dark patterns). Use it ethically: fun, not exploitation.

Psychology

Player types

Bartle's model: Achiever (complete), Explorer (discover), Socializer (relate), Killer (dominate).

Design for several motivations at once. A modern, granular reference: Quantic Foundry's motivations.

Psychology

Cognitive load & onboarding

Introduce mechanics one at a time (progressive disclosure). Too much at once = overload and quitting.

The first minutes (FTUE) decide whether the player stays: teach by playing, not with walls of text.

Accessibility

Accessibility

More audience + an ethical choice. Include:

  • Remappable controls
  • Colorblind and high-contrast modes
  • Subtitles and visual indicators for sound
  • Difficulty/assist options
  • No violent flashing (epilepsy)
Psychology

Biases & mental patterns

Levers that move behavior (handle with care):

  • Zeigarnik effect — the unfinished "calls" to you
  • Loss aversion — losing weighs more than winning
  • Sunk cost — "I've already invested, I'll keep going"
  • FOMO — fear of missing out

Tell them apart from toxic compulsion loops: aim for healthy engagement.

Player & Psychology

Fairness & player trust

A challenge is accepted only if it's perceived as fair.

  • Readable error — I understand why I died and how to avoid it
  • Proportionate punishment — the penalty matches the mistake
  • Player trust — the game doesn't "cheat" nor hide its rules

"Hard but fair" retains; "unfair" drives players away.

Player & Psychology

Productive vs sterile frustration

Not all frustration is bad.

  • Productive — "I'm almost there, I need to improve" → motivates
  • Sterile — confusion, unfairness, empty repetition → demotivates
  • Perception of difficulty — matters more than actual difficulty

Defeat should point the way, not slam a door.

Player & Psychology

Learnability & mastery

The pleasure of learning and then mastering.

  • Learnability — how quickly I "get" the game
  • Mastery — the sense of growing competence over time
  • You grow, not just the avatar (see "Skill floor/ceiling")

A good game makes you feel smarter/more skilled than yesterday.

Player & Psychology

Motivation to return & retention

Why the player comes back tomorrow — in a healthy way, not compulsively.

  • Session closure — a satisfying end to the session
  • Player memory — remembering where they were and why to return
  • Psychological retention — open goals, curiosity, progress

Stardew Valley: "just one more day" comes from many small open purposes.

Player & Psychology

Risk reading & sense of competence

How the player assesses danger and progress moment by moment.

  • Cognitive load in motion — how much info they manage while acting
  • Risk reading & fear of loss
  • Sense of competence and sense of progress (intrinsic motivation)

See "Motivation (SDT)" and "Risk & reward".

Player & Psychology

Ethical design & respect for time

The same levers that motivate can exploit: the difference is intent.

  • Addiction & compulsion — loops that hook without giving pleasure
  • FOMO & aggressive daily rewards — punishing a skipped day is manipulation
  • Respect for time — no forced grind or artificial waits
  • Transparency — clear costs and odds, no dark patterns

Ask: does this feature serve the player's fun or their exploitation?

Player & Psychology

Player journey (player lifecycle)

Player needs change over time: design for the different phases, not just "day one".

  • Onboarding — the first minutes: understand and feel capable
  • Mastery — go deeper, improve, "inhabit" the game
  • Social role — share, compete, create with others
  • Endgame — challenges and goals for those who stay

Someone one hour in and someone a hundred hours in want different things: serve both.

Production · indie

Design pillars

3–5 guiding principles that describe the essence of the game (e.g. "constant tension", "joyful movement", "every death teaches").

Every decision is checked against the pillars: if it doesn't serve them, it's probably out of scope.

Production · indie

Scope & scope creep

The number-one cause of indie games never finished. Ideas multiply, time doesn't.

Mantra: cut features, start from an MVP, "finish the game". Better small and complete than huge and abandoned.

Blood, Sweat, and Pixels (Jason Schreier) for the reality of development.

Production

Prototyping

Find the fun as early as possible with rough, throwaway prototypes. No art: boxes and placeholders.

Prototype the riskiest/most uncertain pieces first: if the core isn't fun, no graphics will save it.

Production

Vertical slice

A small but complete and polished slice at final quality (e.g. a real, "shippable" level).

It proves the vision to yourself, the team, publishers and wishlists. It's your best calling card.

Production

GDD / One-pager

For a solo/small team: lean, living documents. A one-page with pitch, pillars, loop, look is often better than 200 pages no one reads.

The document is there to think and align, not to impress.

Production

Playtest & iteration

Test early and often. Observe in silence, don't guide, don't explain the controls.

The player is always right about what they feel; almost never about why or about the solution. You interpret the data and iterate.

Production

Production cycle

Design → prototype → playtest → iterate → polish → ship.

Polish (juice, audio, transitions) comes last, when the design is solid: polishing something broken is wasted time.

Production · tools

Indie 2D toolchain

  • Engine — Godot, Unity, GameMaker
  • Pixel art — Aseprite
  • Audio — sfxr/Bfxr (retro SFX), FMOD/Wwise
  • Levels — Tiled, LDtk
  • Versioning — Git (+ LFS for assets)
  • Publishing — itch.io, Steam
Production

Milestones & backlog

Breaking the project into manageable goals.

  • Milestones — dated, verifiable goals (prototype, slice, beta)
  • Backlog design — a prioritized list of what to do
  • Cut list — what to cut (decided up front, not at the last minute)

An explicit cut list is the antidote to scope creep.

Production

Bug triage & build discipline

Keeping the project healthy and shippable.

  • Bug triage — prioritize by severity/frequency (not everything is urgent)
  • Build discipline — a build that's always working and testable
  • Asset versioning — Git + LFS for binaries
  • Definition of done — when a feature is truly "finished"
Production

When to stop

Knowing how to say "it's done" is a production skill.

  • The Definition of done applies to the whole game too
  • Distinguish "improvable" (always) from "incomplete" (still to finish)
  • Polish has diminishing returns: at some point, ship

Better small and finished than huge and abandoned.

Resources

Essential books

  • The Art of Game Design — Jesse Schell (the "lenses")
  • Game Feel — Steve Swink
  • A Theory of Fun — Raph Koster
  • Rules of Play — Salen & Zimmerman
  • The Design of Everyday Things — Norman
  • Level Up! — Scott Rogers
Resources

Channels & videos

  • Game Maker's Toolkit (Mark Brown) — design analyzed
  • GDC — professionals' talks on YouTube
  • Masahiro Sakurai on Creating Games
  • Brackeys / GDQuest — engine tutorials (Godot/Unity)
  • Pirate Software, Thomas Brush — indie life
Resources · pixel

Pixel art & art

  • Pixel Logic — Michael Azzi (PDF/manual)
  • Saint11 (Pedro Medeiros) — short tutorials
  • Aseprite docs — technique and workflow
  • lospec.com — palettes + community
Resources · community

Community & sites

  • itch.io — publishing + game jams
  • gamedeveloper.com (formerly Gamasutra) — postmortems
  • r/gamedesign, r/godot — discussion
  • GDC Vault — talk archive
Resources

Game jam = learning by finishing

The fastest way to grow: tight constraints, a deadline, a complete game in hand.

  • Ludum Dare · GMTK Game Jam · Global Game Jam

Finishing 3 jams teaches more than 30 projects never closed.

Resources · frameworks

Cited lenses & frameworks

  • MDA — Mechanics/Dynamics/Aesthetics
  • The 8 kinds of fun — LeBlanc
  • The Lenses — Schell (100+ guiding questions)
  • The 3 Cs — Character/Camera/Control
  • Berlin Interpretation — definition of roguelike
Resources

Templates & one-page GDD

Lean documents that actually get updated.

  • One-page GDD — pitch, pillars, core loop, look, references, scope
  • GDD template — a reusable structure for your projects
  • Include the non-goals (what you will NOT do)

Reference: Stone Librande's "one-page design" (GDC).

Resources

Operational checklists

Checklists so you don't forget the essentials:

  • Game design and level design checklists
  • Playtest and accessibility checklists
  • Checklists for the Steam page and trailer

Accessibility and Steam-page checklists have established public standards.

Resources

Reference library & postmortems

Build your own reference library.

  • Postmortems — development write-ups (gamedeveloper.com, GDC)
  • Game design breakdowns — games taken apart (GMTK)
  • Recommended talks — the GDC archive is a free goldmine

Study actively: for every choice, ask yourself "why?".

Resources

Tools by area

Typical 2D indie tools, by domain:

  • Balancing — spreadsheets, Machinations
  • Level design — Tiled, LDtk
  • Interactive narrative — Twine, ink, Yarn Spinner
  • Pixel art — Aseprite; audio — Bfxr/sfxr, FMOD, a DAW
  • Rapid prototyping — the engine itself + placeholder assets
UX & UI

Game UX & visual hierarchy

UX guides attention: what matters must stand out.

  • Visual hierarchy — size, color, position, contrast rank importance
  • Interface readability — clear at a glance, even mid-action
  • Readability at a distance & UI scalability (TV, handheld)

Rule: the eye must find critical info without searching for it.

UX & UI

HUD & state feedback

The HUD communicates state in real time, without noise.

  • Health / stamina / ammo / cooldown displays — always legible
  • Damage taken/dealt — measured flashes, numbers, vignettes, shake
  • Notifications — clear and non-intrusive
  • Show only what's needed now (progressive disclosure)

Avoid the "noisy UI": every element must earn its place.

UX & UI

Menu flow & screens

The flows outside the game matter as much as those inside it.

  • Menu flow — short paths, always a clear way back
  • Pause screen — quick access to resume/options/quit
  • Options / settings — graphics, audio, controls, accessibility

A good menu is navigated with your thumb without thinking.

UX & UI

Inventory UX & maps

Dense interfaces that must be made comprehensible.

  • Inventory UX — sorting, comparison, filters (reduce friction)
  • Maps & minimaps — orientation without getting lost
  • Objective markers & quest logs — "where I'm going and why"

A readable map is half of wayfinding.

UX & UI

Onboarding & prompts

Teach at the right moment, with minimal text.

  • Onboarding UI — introduces one thing at a time (see "Cognitive load")
  • Tutorial prompts — contextual, not walls of text up front
  • Interaction prompts — a clear "press X", near the object

The best tutorial is the level itself (see "Teaching through design").

UX & UI

UI types: diegetic → minimal

A useful taxonomy for choosing the right immersion/clarity trade-off.

  • Diegetic — inside the fiction (health on the armor: Dead Space)
  • Non-diegetic — for the player only (HUD, bars)
  • Spatial — in the 3D world but unseen by characters (markers)
  • Minimal — strip away everything superfluous

Diegetic = immersion; non-diegetic = clarity. Often a mix.

UX & UI

Mobile design

Mobile isn't "a smaller PC": the usage context, input and attention all change.

  • Short sessions — design for 1–5 minute, interruptible plays
  • One-hand & gestures — thumb zone, tap/swipe, no tiny targets
  • Portrait vs landscape — pick the orientation to fit the game
  • Notifications & battery — respectful, not aggressive; watch power use

Small-screen readability: few elements, large and high-contrast.

Enemy & Encounter

Enemy archetypes

Functional roles that force different behaviors on the player:

  • Charger (rushes in), Sniper/Zoner (range), Turret (static)
  • Swarm (horde), Shield (needs an angle), Trapper (immobilizes)
  • Support / Summoner (buffs/summons), Kamikaze (explodes)
  • Elite (powered-up version), Boss / Miniboss

Each archetype is a different "question" posed to the player.

Enemy & Encounter

Enemies as questions & pacing

An enemy isn't just a sack of HP: it's a problem to solve.

  • Enemies as questions — "how do I deal with this?" (angle, timing, priority)
  • Enemies as pacing — they alternate tension and breathing room in a fight
  • Enemy readability — I recognize type and threat instantly (silhouette, color)

Combining archetypes creates more interesting "compound questions".

Enemy & Encounter

Telegraphing & windows

What makes a fight feel fair.

  • Telegraphing — a readable warning before the attack (wind-up, flash, sound)
  • Attack patterns — learnable sequences
  • Recovery window — the post-attack pause where you strike
  • Vulnerability window — moments when the enemy is exposed

The more lethal the attack, the longer and clearer the warning must be.

Enemy & Encounter

State-machine AI

Most enemy AI is a readable state machine.

  • States: patrol → chase → attack → retreat → stunned
  • Aggro & awareness — when and how they notice the player
  • Line of sight — vision-based perception
  • Transitions must be visible (the player understands the state)

"Understandable" AI > "smart but opaque" AI.

Enemy & Encounter

Encounter composition

The "mix" and timing make the encounter, more than any single enemy.

  • Enemy mix — combinations that complement each other (e.g. melee + sniper)
  • Spawn timing & wave escalation — waves that rise in intensity
  • Arena hazards — the environment as a third actor
  • Introduce, develop, surprise (like a good level)
Enemy & Encounter

Boss design

The boss is the final exam of what the player has learned.

  • Boss phases — phases with escalating patterns and pace
  • Pattern escalation — new threats each phase
  • Boss readability — attacks and windows always legible
  • Boss checkpoint — retry without redoing the approach
  • Fair challenge — hard but fair; death teaches

A boss that drags on tires the player: tend to the pace, not just the difficulty.

Testing & Telemetry

Qualitative vs quantitative playtesting

Two complementary lenses on real players.

  • Qualitative — you observe a few players in depth (why, where, how)
  • Quantitative — you measure many players with data (what, how much)
  • The qualitative explains the "why" behind the quantitative's numbers

Together they answer "what happens" and "why it happens".

Testing & Telemetry

Telemetry: what to track

Events that reveal the real experience (with consent — see Legal).

  • Player deaths and damage taken (where and from what)
  • Abilities used (what's ignored or dominant)
  • Abandoned areas and failure points
  • Time per level and number of retries

Track with a purpose: every event must answer a question.

Testing & Telemetry

Heatmaps, funnels & retention

Visualizing the data to find the problems.

  • Heatmaps — where players die/get stuck on the map
  • FTUE funnel — how many clear each step of the first few minutes
  • Retention & session length — do they return? how long do they stay?
  • Churn point & difficulty spike — where they drop off

A spike in drop-off = a spike in difficulty or confusion.

Testing & Telemetry

Balancing through data

Using the numbers to tune, without chasing them blindly.

  • Spot difficulty spikes and dominant/ignored options
  • Interpretation — data tells you what, not why: cross-reference with the qualitative
  • Change one variable at a time and re-measure

Data guides, design decides.

Testing & Telemetry

Playtest bias & sample

A poorly run test misleads more than it informs.

  • Tester sample — representative of the target audience
  • Blind test — no explanations: discover what is NOT clear
  • Guided test — to validate specific flows
  • Avoid "kind" friends and the "I'm watching you play" effect

Stay quiet and observe: behavior > opinions.

Testing & Telemetry

Useful questions & prioritizing issues

Ask well, then rank what to fix.

  • Useful questions — "what did you think you were supposed to do here?" (open, not leading)
  • Useless questions — "did you like it?" (people-pleasing, vague)
  • Severity × frequency — prioritize serious, common problems

The player is right about the problem, rarely about the solution.

Testing & Telemetry

Softlock, fail-safe & puzzle debugging

A stuck state (softlock) frustrates more than a defeat: prevent it by design.

  • Softlock — the player can neither proceed nor die: the worst bug
  • Fail-safe & reset — escape routes, room reset, "put back in place"
  • Undo & hint system — undo moves, progressive hints in puzzles
  • State validation — verify every state stays solvable

For puzzles: always guarantee at least one reachable solution.

Business & Publishing

Positioning, hook & USP

Why someone should notice your game.

  • Hook — the idea that grabs you in 5 seconds (even in a GIF)
  • USP — the unique selling point that sets you apart
  • Elevator pitch — the game in one memorable sentence
  • Distinguish an interesting game from a sellable game

If you can't sum it up in one line, it's hard to sell.

Business & Publishing

Target & competitors

Know your audience and competition before building.

  • Target audience — who actually plays this genre
  • Competitor analysis — what similar games do, what's missing
  • Genre expectations — the promises the audience takes for granted

Position yourself near your references, but with a clear difference.

Business & Publishing

Steam page & capsule

The storefront that converts the curious into wishlists.

  • Capsule art — legible as a thumbnail, conveys genre and hook
  • Screenshots — show real gameplay, not just art
  • Concise text, correct tags, GIF/video up top

The capsule is your "manifesto" in a few pixels: tend to it.

Business & Publishing

Trailer & demo

The two assets that show the game in action.

  • Trailer — hook in the first seconds, real gameplay, tight pacing
  • Demo — a playable slice that leaves you wanting more
  • Digital festivals (e.g. Steam Next Fest) to push demos and wishlists

No long logos at the start: show the game right away.

Business & Publishing

Wishlists & community

Indie marketing is building an audience during development.

  • Wishlist funnel — converting views into wishlists (a key launch signal)
  • Community building — Discord, a newsletter, regular devlogs
  • Creator outreach & press kit — make it easy for people to talk about you

Start early: wishlists accumulate over time, not a week before launch.

Business & Publishing

Pricing & models

How much and how to sell.

  • Pricing — consistent with scope, genre and audience expectations
  • Bundles & seasonal discounts
  • Early access — feedback + early revenue (with commitments)
  • Crowdfunding and DLC as funding/expansion options
Business & Publishing

Post-launch & reviews

Launch is the beginning, not the end.

  • Post-launch support — patches, content, listening to the community
  • Reviews — respond with restraint; useful criticism guides patches
  • Patch communication — clear changelogs, an honest roadmap

Positive Steam reviews feed visibility over time.

Business & Publishing

F2P & ethical monetization

Free-to-play models live on micro purchase-decisions: the line between design and manipulation is thin.

  • F2P / IAP — free game + in-app purchases (cosmetics, currency, convenience)
  • Gacha & loot boxes — paid random rewards: strong ethical/legal risk
  • Battle pass — seasonal goal-based progression (less predatory if fair)
  • Dark patterns — FOMO, confusing currencies, pressure: to be avoided

Monetize value, not frustration: transparency and respect pay off long-term.

Business & Publishing

Community management & roadmap

Building a community is only half the job: the other half is managing it over time, crises included.

  • Moderation — clear rules, tone, running Discord/forums
  • Public roadmap — communicate plans without promising dates you can't keep
  • Expectations — better to promise less and deliver more
  • Crisis handling — respond with honesty and speed

A promised-but-unkept update costs more trust than a missing feature.

Audio Design

Audio feedback & readability

Sound is half the feedback: you often "hear" before you "see".

  • Sound cues — a recognizable sound for every key event
  • Stingers — short musical accents on important moments
  • Audio readability — I tell events apart even in the chaos

Coordinate sound, animation and VFX: coherence sells the impact.

Audio Design

Adaptive music

Music that reacts to the game state.

  • Dynamic music — changes with tension/zone/combat
  • Musical layers — add/remove layers (percussion in combat)
  • Mix priority — critical events must "cut through" the music

Tools: FMOD/Wwise for dynamic transitions and layering.

Audio Design

Functional sounds

Every sound communicates something specific.

  • Confirmation, error, danger, damage, death
  • Pickups, interaction, ambient sounds
  • Consistency: the same action → the same sound, always

A clear "error" sound prevents frustration better than a popup.

Audio Design

Audio telegraphing & tension

Sound anticipates and builds emotion.

  • Audio telegraphing — a sound precedes the attack/event (a fair warning)
  • Silence as tension — removing audio creates anticipation and fear

In horror, well-judged silence scares more than a bang.

Audio Design

Sound hygiene

Keeping sound from tiring or annoying.

  • Pitch variation — slight variations on repeated sounds
  • Avoiding ear fatigue — no harsh/repeated sounds too frequently
  • Coherence between sound, animation and visual feedback

Listen to a long session: whatever tires you out needs smoothing.

Localization

Localization-ready writing

Write from the start to be translatable without redoing everything.

  • Externalized strings — never "hard-coded" text in code/scenes
  • Text expansion — other languages (e.g. German) are longer: leave room
  • Breaking UI — test with long text (and with pseudo-localization)
  • Font coverage — the font must cover the alphabets you need

Design the UI for +30-40% text length.

Localization

Strings, variables & gender/number

The technical pitfalls that break translations.

  • Strings with variables & placeholders — use named placeholders, not concatenation
  • Gender and number — languages inflect: avoid sentences "assembled" from pieces
  • Modular text — beware: what's modular in one language breaks in another

"You have {n} apple/s" doesn't work everywhere: hand whole sentences to the translator.

Localization

Translation vs localization

Translating the words ≠ adapting the experience.

  • Translation — converts the language
  • Localization — adapts references, humor, units, formats
  • Culturalization — avoids content that's problematic in certain cultures
  • Project glossary & consistent naming (characters, items)

Give translators context: without it, even simple lines go wrong.

Localization

Subtitles & review

The final steps that make the perceived difference.

  • Subtitle timing — legible, synced, not too fast
  • Consistent tone — keep voice and register across languages
  • Linguistic review — a second pass in-game (not just on a sheet)

Subtitles are also accessibility: see "Subtitles & CC" in UX.

Technical Design

Data-driven design & tuning tables

Separate the numbers from the code to iterate fast.

  • Data-driven design — values in files/resources, not scattered in code
  • Editable parameters — tweakable without recompiling
  • Tuning tables — tables (CSV/resources) to balance at a glance
  • Parameter documentation — what each value does

In Godot: custom Resources / @export for designer tuning.

Technical Design

Prefabs, scenes & collision layers

Structure the project for reuse and clarity.

  • Prefab / scene workflow — reusable, composable entities (scenes in Godot)
  • Collision layers & masks — who collides with whom (player, enemies, projectiles)
  • Tile metadata — properties per tile type (see Pixel Art & 2D)

Well-named collision layers prevent "ghost" bugs.

Technical Design

State machines, events & triggers

The patterns that structure behavior and reactivity.

  • Animation state machine — states and transitions (also for AI)
  • Event system — signals/events decouple systems (signals in Godot)
  • Triggers — volumes/areas that fire events in the world

Events > scattered checks: they reduce dependencies and bugs.

Technical Design

Tables: spawn, loot & enemy

Data tables that feed the game systems.

  • Spawn table — what appears, where, with what weight
  • Loot table — drops and probabilities (see "Loot system")
  • Enemy table — enemy stats and variants
  • Centralized weights and probabilities = fast balancing

Keep them in external data so the designer tunes them, not the programmer.

Technical Design

Build discipline & naming

Technical hygiene that saves hours.

  • Build discipline — the main build always stays working
  • Versioning — Git (+ LFS for binaries), small, clear commits
  • Naming conventions — consistent rules for files, scenes, assets

Boring conventions today = instant searches tomorrow.

Technical Design

Designer tools & debug

Building internal tools accelerates iteration.

  • Debug tools / debug console — visualize state, hitboxes, FPS
  • Test cheats — invincibility, skip level, give items
  • Technical greybox, prototype and vertical slice as milestones
  • Designer-programmer relationship — tools that give the designer autonomy

Every hour spent on tooling pays back in dozens of iterations.

Technical Design

Platform compliance & certification

Every platform has technical requirements you must pass to publish.

  • Console certification — mandatory standards (saves, suspend, error messages)
  • Steam Deck — check input, readability and performance ("Deck Verified")
  • Achievement & cloud-save APIs — trophies and cloud saves by the rules
  • Controllers — full support, correct glyphs, hot-plug

Plan certification early: cert failures delay the launch.

Anti-pattern

Scope & systems

Mistakes that bloat the game without adding depth.

  • Feature creep — adding endlessly instead of refining
  • Too many systems — more mechanics than needed, poorly integrated
  • Complex systems without depth — intricate rules, trivial decisions

Antidote: a few deep systems (see "Depth vs complexity") and a cut list.

Anti-pattern

Choices & strategies

When the player's decisions lose meaning.

  • False choice — options that lead to the same result
  • Dominant strategy — one always-better choice nullifies the rest
  • Choices without consequences — deciding changes nothing

Antidote: real trade-offs (see "Meaningful decisions").

Anti-pattern

Difficulty & feedback

The mistakes that make a game feel unfair.

  • Unfair difficulty & unfair trial-and-error — you die without being able to foresee it
  • Ambiguous feedback — I don't understand what happened or why
  • Randomness perceived as unfair & poorly readable enemies
  • Punishing checkpoints & bosses that drag on

Antidote: fairness, telegraphing and a fast retry.

Anti-pattern

Progression & reward

When growth and rewards stop motivating.

  • Empty grinding & flat progression
  • Rewards too frequent or irrelevant — they lose value
  • Optional content without reward — exploring doesn't pay
  • Power creep & broken economy — numbers out of control

Antidote: meaningful rewards and a carefully tended progression curve.

Anti-pattern

Tutorial & UI

Teaching and showing badly.

  • Overtutorialization — walls of text, hand-holding all the way
  • Undertutorialization — the player doesn't understand what to do
  • Noisy UI — too many elements, no hierarchy

Antidote: teaching through design and a clear visual hierarchy.

Anti-pattern

Structure & story

Mistakes of pacing and coherence at a large scale.

  • Boring backtracking — retreading ground with nothing new
  • Story disconnected from gameplay — ludonarrative dissonance

Antidote: rewarding backtracking and harmony between story and mechanics.

Case Study

Super Mario Bros. 1-1

Teaching without text. The level is an invisible tutorial.

  • A Goomba advances → you learn danger and the jump, safely
  • The "?" and the mushroom placed so you often grab it almost inevitably
  • Open space to the left: you understand you go right

Lesson: level design can teach better than any pop-up.

Case Study

Celeste

Jump feel, assist mode and precision platforming.

  • Crystal-clear control: coyote time, jump buffer, a readable dash
  • Hard death but instant retry, zero retreading
  • An exemplary assist mode: accessibility without judgment

Lesson: hard and accessible can coexist.

Case Study

Spelunky

Readable procedural generation.

  • Generated levels but always fair and traversable
  • Systems that interact → memorable emergent stories
  • Simple rules, enormous depth

Lesson: procgen works if it stays readable and fair.

Case Study

Vampire Survivors

Core loop, reward pacing and readability in chaos.

  • Minimal input (movement only), constant gratification
  • Frequent level-ups and builds that explode with power
  • A chaotic screen, but danger stays readable

Lesson: a simple loop + perfect reward pacing creates healthy addiction.

Case Study

Hollow Knight

Map, gating, atmosphere and backtracking.

  • A huge interconnected world with landmarks and shortcuts
  • Ability-gating that invites you to return with new powers
  • "FromSoftware-style" atmosphere and lore, delivered sparingly

Lesson: a well-made map is content in itself.

Case Study

Into the Breach

Perfect information and readable tactics.

  • You see exactly what the enemies will do next turn
  • The challenge is solving the puzzle, not guessing
  • A small grid, dense decisions (see "Depth vs complexity")

Lesson: removing chance can make tactics deeper.

Case Study

Hades

Systemic narrative, roguelite pacing and reactive dialogue.

  • Every death advances the story rather than interrupting it
  • Dialogue that reacts to runs, choices and progress
  • Meta-progression that weaves gameplay and story together

Lesson: a roguelite can tell a story by folding death into the loop.

Case Study

Balatro

Emergent synergies, readability and risk/reward.

  • Familiar poker rules → a very low entry curve
  • Jokers and combos create builds that "break" the game (satisfyingly)
  • Constant risk vs safety decisions

Lesson: starting from familiar rules frees up room for depth.

Case Study

Dead Cells

Combat, builds, pace and run progression.

  • Fast, responsive combat (rogue-lite + metroidvania)
  • Builds that shift each run, permanent unlocks
  • A "flow and smash" rhythm with route/risk choices

Lesson: combat feel + build variety = very high replayability.

Case Study

Portal

Puzzle grammar and progressive teaching.

  • Introduces one rule at a time in a controlled environment
  • Each room is a new "sentence" in the same grammar
  • Difficulty that grows as your understanding grows

Lesson: teach systems like a language, one concept at a time.

Case Study

Slay the Spire

Deckbuilding, risk and synergies.

  • The deck grows during the run: every card added is a choice
  • A branching map: risk vs reward at every step
  • Synergies and archetypes that reward planning

Lesson: it defined the modern roguelite deckbuilder.

Case Study

Stardew Valley

Routine, soft goals and motivation to return.

  • Many small open purposes → "just one more day"
  • No punishing failure: a relaxed rhythm (cozy)
  • Daily/seasonal cycles that structure time

Lesson: healthy retention comes from soft purposes and satisfying closures.

Case Study

Papers, Please

Mechanic, ethics and rising pressure.

  • A simple mechanic (checking documents) becomes a moral dilemma
  • Time pressure + the family's needs = hard choices
  • The bureaucratic rule IS the theme (ludonarrative harmony)

Lesson: a single mechanic can carry a powerful theme.

Case Study

Undertale

Subverting the rules and the relationship with the player.

  • Subverts JRPG conventions (you can choose not to fight)
  • The game "remembers" and reacts to your choices and meta-actions
  • Choices carry real moral and emotional weight

Lesson: breaking a known convention creates unforgettable moments.