I grew up in Korea, a quiet kid hooked on Civilization and Minecraft—games were my escape, teaching me through play. After military service, I dropped college to co-found Disquiet, a social network for software builders. Now, 1.5 months into Space Zero with friends, I want it to be a space where people create and play together. Personally games shaped me, and I’d love to give that back.
But I’m clueless. don’t know design or mechanics. Our demo (collecting/crafting) got 500 signups in 4 days on HN/PH, but feedback was tough: - No clear goal, felt aimless. - AI crafting items lacked purpose, just swing the result. - Too barebones for a demo.
Posting on Reddit’s indie dev sub (my first try) got some “you did it wrong” too. It stung, but I see now: purpose matters, mechanics need depth. I’m reading The Art of Game Design by Jesse Schell—it’s great so far, but I need more.
Any books, videos, or communities that helped you grasp design or make fun mechanics? I’ll keep building Space Zero quietly, aiming to fix these gaps. Any recs mean a lot to a newbie like me!
While it won't help with real time games, Building Blocks of Tabletop Game Design: An Encyclopedia of Mechanism, will get you thinking about game mechanics.
If you want to make social games, then read The Lessons of Lucasfilm's Habitat http://www.fudco.com/chip/lessons.html There's also 21 years of blog posts worth reading here http://habitatchronicles.com/category/general/
Also don't signup-gate web games, players need to be able to play them instantly, without an account.
1. Do master studies. Take a tiny environment or mechanic of a game you love and reproduce it for education, knowing you'll throw it away. Do this often. Get faster at it.
2. Ask people what their favourite game is. Play it. If it's fun to you, why? If it doesn't resonate with you, why?
3. Internalise the idea that ideas don't matter that much, execution is what matters. Good game designers can make otherwise boring games feel fun to play. (See "the art of screenshake" below.)
4. Make a lot of games. Make them small enough to finish. You don't have to release them all, but you should watch other people play them sometimes.
5. Don't listen to people who tell you not to watch YouTube for game design ideas, there are plenty of great videos out there that have positively changed how I think about game design:
The art of screenshake (starts a little slow, but stick with it!):
https://www.youtube.com/watch?v=AJdEqssNZ-U
Designing to reveal the nature of the universe:
https://www.youtube.com/watch?v=OGSeLSmOALU
Game design is a search algorithm:
1. Make as many small games as possible, but also mod as many games as possible and/or take existing games and tweak/twist them in a bunch of interesting ways. You'll explore some interesting design space without having to build everything from scratch.
2. Show your games off to friendly colleagues/other devs early and often. Earlier than you're ready for (because we're never quite ready!), and in person, if possible. Ask them what they'd do next, if they started with the game you just showed them. Most game devs at a physical community event want you to succeed, and are good at saying, "I'd do XYZ next." You don't have to listen to them, but if you do that enough, you'll get a good picture of how others see your work.
3. Whether you agree with them or not, be aware that GenAI is a sensitive topic for many game devs. Your Reddit post, if I'm seeing the right one, says "AI-powered browser game," which will be strongly divisive. I'd just focus on finding out what people like/dislike about gameplay, as that seems to be what you're looking for feedback on.
4. Design books are good, but I actually think they're an advanced maneuver. This is personal experience only, so take with a grain of salt, but I tend to kinda navel gaze and design-bible a project to death if I'm reading things too early in the process. So, if you've already digested Schell's book, I don't think you need to read a pile more yet.
5. Play as many games as possible, in the area of design you're interested in working. You'll see how people do stuff, you'll avoid making some obvious mistakes, and you'll get a bunch of ideas for stuff that devs aren't doing, that you could try.
Gamedev is tough but fun, and I wish you the best of luck!
The way to make something that’s fun is to try to make something that’s fun over and over again until you’ve got it down. It’s not by obsessively reading what investors or people who are essentially glorified influencers say.
Big ones like Ludum Dare will also give you feedback on the game, which is good not for improving that gamejam game you made but for learning what things are important with a first impression. You often are meant to leave feedback on other games which is another good way to learn what works and potential pitfalls.
You're welcome to try hard on your first project but project ideas often have to be really really good to stick. Another advantage of doing gamejams is it let's you make something that you can easily just walk away from
Every board/card game I design starts with a single key idea or mechanic or theme; but they all have a single cornerstone. Every playtest and design change is always looked at through that lens. If there isn't alignment, then you have two choices: ignore the change or considering resetting your cornerstone given what you know now. This really helps to stop thrashing and give focus to your game as you iterate.
A few years after getting that book, I started to work professionally with people building games, mostly white-labelled projects or contract work, which was the studio's bread and butter. But actually working with people developed my understanding of a) the relative value that artists, designers, and animators bring to the project, relative to my own set of skills and b) how to solve the sorts of problems that ship games. I am a programmer, and I use my programmer skills to give designers and artists what they ask for.
All of that to say: the best next step is working with folks, ideally some who have had experience. Book learning will only get you so far.
That being said, here are a few more books I have seen recommended in my sphere:
- The Timeless Way of Building by Christopher Alexander (this is not about games, but design generally)
- Finite and Infinite Games by James P. Carse
- Game Engine Architecture by Jason Gregory (this is a technical book about modern game engines)
Finally, Liz England (a designer who lowkey helped me not lose hope when I was breaking into the industry) has/had a blog where she talks about game design books. I cannot personally vouch for the titles, but I trust Liz England [1]
I also really like pico8 for initial dev with lots of rapid feedback. Lazy Devs Academy on YouTube has lots of good Pico8 tutorials, like this intro: https://www.youtube.com/playlist?list=PLea8cjCua_P3Sfq4XJqNV... Since pico8 source is often available you can look at it for inspiration, see for example Celeste: https://www.lexaloffle.com/bbs/?tid=2145
Along the same lines suggest the Spelunky book from Derek Yu where he walks through his whole process (and all these Boss Fight Books are great for that) going from GameMaker Studio prototype to finished product: https://bossfightbooks.com/products/spelunky-by-derek-yu
Last but not least, Itch is doing a California Fire Relief Bundle right now https://itch.io/b/2863/california-fire-relief-bundle that includes good gamedev books from Chris DeLeon. See his "Why are you making your own games? " quiz, https://form.jotform.com/233546996151162/
edit: add link to DeLeon to explain
This is pretty much what college is. You just write essays where you dissect stuff like that and then a professor reads them and gives feedback on your ideas and how you communicate them. You can do the same thing informally with your friends and partners, just discuss games.
I have next to no game dev experience and the book is a great intro to a lot of foundational topics imo. NB: the book isn't very technical and is an easy read!
[0] Designing Games: A Guide to Engineering Experiences https://a.co/d/8Im68r8
As far as game improvement is concerned it's important to get in a growth mindset and keep focusing on improving the game, which it sounds like you're already doing.
Finally if you haven't already I would recommend creating a discord or some kind of forum for you game (itch.io has free hosting for them) just so you can collect feedback from people who are interested and invested in it.
[1] https://itch.io/
However, I did find this game development series[0] by Yahtzee (of Zero Punctuation fame) rather insightful, so perhaps it might help.
I've also watched a few of the videos[1] made by Timothy Cain (Fallout 1/2, Fallout New Vegas, Outer Worlds etc) where he goes into some of the underlying mechanisms of video game design.
[0]: https://youtube.com/playlist?list=PLAbMhAYRuCUibhDtVUn3WJnHo...
A game is like a story or movie, or any other creative work: foremost, you need a vision; and then a way of communicating it effectively to an audience.
The design, mechanics, and marketing are just functional details - essential, of course, but pointless without that overarching vision.
Your vision should be powerful, purposeful, and exciting (to you). It's more than just an 'idea'; there should be feelings associated with it (urgency, mystery, thrills, whatever) and a sense of a consistent inner 'story'. It fuels the passion that drives you to solve a series of problems that lead to game creation.
A relevant short essay: "Drunk, and in Charge of a Bicycle" by Ray Bradbury. (And probably the rest of the essays in his book, "Zen in the Art of Writing"...)
(Note: I have a game in the iOS App Store)
I’d recommend YouTube channel Game Makers Toolkit to learn about game design and mechanics and Mix and Jam to learn about recreating existing features from games.
Most of all you need to make sure you pursue what you’re interested in and have fun.
In the early days of Minecraft it was a free dev build that ran in the browser and had no accounts, as new take on a game called Infiniminer
The best way to learn is just keep hammering. Keep your eyes open, whenever you find a game that you like or even just a demo or youtube video keep that around as a reference and then just copy it. Repeat it, think how it's done and then try to improve it or adapt it to make it your game.
Also remember, as an indie developer nobody will play your games. So keep that in mind and ask yourself what is your goal when making games. If you're trying to make it big and make a living and get yourself celeb status as an indie game dev it's not going to happen. Well I mean, every once in a while there's some dev who lucks out and has the perfect combination of stumbling on a good game idea and the right channels to actually make something out of it but that's not going to be you or me or anyone else really. (it's that one lucky guy out of a million).
Of course you might want to make gemos or demos just to sell yourself as a developer candidate to go work at some other studio.
Anyway, just keep iterating and copy without shame and keep making games.
PS. Actually you should be very encouraged by getting any feedback at all. That's already 10000x more than what most indie game devs ever get. Most common feedback is 0 feedback.
https://docs.godotengine.org/en/stable/tutorials/best_practi...
Also scroll up a little bit and do the Getting Started "Your First 2D Game" tutorial.
Join the discord(s) and learn by chatting with other game devs.
Go read Blake Snyder' "Save the cat". And all the derivative works. And keep rereading them until things start clicking.
The entire ecosystem of "Save the cat" is about being a writer of sorts: movies, novels, theater plays etc. But it describes a very important point: every piece of creative work has a pattern. There are patterns on how to report news, there are patterns on how to write a movie, there are patterns on how to write a novel.
Therefore, there are patterns on making good video games. So go build the knowledge to write your own "Save the cat" for video games.
1) DOOM was Romero's 100th game. As others said, make a lot of small games, iterate, learn.
2) "Game Thinking" by Amy Jo Kim helped me to focus my target audience and make decisions during development that benefit them.
I found trying to make demos of individual mechanics pretty critical. Like any design process: high volume, low(er) fidelity until you find a meaningful direction (best case: lots of play testing from folks who are not the creators)
Even really abstract approaches for balancing XP a character, or moving on screen in a unique/tricky way can be useful to look for a signal of enjoyability (which option do folks want to replay, which do they seem less interested in… and why?)
I often try to think about the “play” part (pure delight/fun) vs the “game” part (winning conditions, confounding advantages, etc) separately
Last, I enjoyed talking to people (including myself) and trying to dissect WHY they like the games they like. There are genres and typologies that can be interesting creative inspiration (a game with a sudden-death condition mixed with the thrill of a race)
Try to make COMPLETE demos (beginning, advancement, winning conditions) and also honestly concept art (tell the visual story, we eat w our eyes first)
And just have fun! Man I am jealous, no time for games these days :/
It might be that what you are trying to make actually isn't a game, but more of a sandbox, or a platform, or a space for people to hang out. That can work too, e.g. the website MaidMarian had a "game" that was just a bunch of people flying around talking to each other. There was nothing to do, but it was cool and it was fun (at least until the novelty wore off).
(There's also singleplayer sandboxes, but the multiplayer ones are ironically easier to make good, because in Jason Rohrer's words, a human being is an infinite novelty generator.)
Based on your post, that seems to be the case here! You seem to be making "spaces". So that can totally work. You might study previous examples of such games that are not really games but "spaces".
At any rate, it seems that at this point you're mostly just experimenting and trying things out. You are having trouble communicating the vision because there is no vision, or you're trying to find out what the vision is / discover what's cool / what works. That's fine too! You don't need to feel bad about that.
But when you present it as a game, there are certain expectations about what that means, e.g. it's expected that a game has a "point", and here there does not seem to be one.
I'm not sure if there's a better word for what you're making than a game, but that might be worth investigating if using different language here would be helpful for presenting the ideas.
> Any books, videos, or communities that helped you grasp design or make fun mechanics?
Why do you want to make games? People who do generally have a lot of ideas they want to explore around design and mechanics.
That doesn’t mean all your ideas have to be good, or you start out good. But you’re asking the wrong questions.
Someone who is interested in game design should be able to make a fun game in PowerPoint,
when you throw a "signup to proceed" page at people, I am guessing almost everyone closes the page - it is such a huge turnoff to be told to sign up.
Signup is something you should ask people to do at the latest possible time, after they are already interested in and using your game/application/system.
When someone goes to your page they have granted you the most precious thing on the web - their time.
You have literally seconds to get them so engaged that they grant you a little more time.
That loop goes on and on.
Drop people straight into the game experience - not into a page talking about the game or the company or something else.
If you have made an experience instantly engaging and then led the player to become more and more engaged then later you will have built enough relationship - and motivation - to ask them to sign up.
In summary - your signup page throws away all the work you have done by placing a brick wall in front of potential users/players who have expressed and interest.
Remove it, drop people straight into the fun.
Learn to read code, deconstruct cool ideas in other games. Plenty of open source code to scour.
Mechanics are often systemic, so think like that. Instead of thinking about one off scenes, think how you can make foundational mechanics that you can build a story from.
Story: try making some story games in Twine or Inform just to learn how to engage the player through strict storytelling. This maps to your use of a base mechanics system.
You should love your own ideas more than anyone else, so only seek validation from yourself.
The other thing I want to say is that game feedback should be taken with more than a grain of salt. The worst feedback I've ever received was on a handmade, physical roll-and-write that I gave someone for free. Gamer culture is strongly opinionated and quick to hyperbole... but not always right.
> feedback was tough: No clear goal, felt aimless. -
There are plenty of successful games that fit this description. There are plenty of unsuccessful ones as well. I would encourage you to lean in to the type of game you want to make. If the game is suppose to be an escape, does it bring that feeling? If the game is suppose to be fun, is it actually fun to play?
Most things just take time to learn. You probably won't get any worse at game design as time progresses, so you are doing the right things and the suggestions in this thread should help you on the path you are already on.
As a game developer myself (hobbyist), I sincerely wish you the best of luck. Games are hard, but they're worth the effort!
(And also for what it's worth, my first forays into game development was met with lots of critical comments (some helpful, some not). It's part of the process, but don't let it discourage you!)
As I'm working towards a Steam release I've been digesting a lot of this guy's advice - https://howtomarketagame.com/
Whilst much of his guidance is of course marketing rather than design related, he does write about genres and game mechanics that attract players - specifically on desktop rather than mobile. It's worth a few hours of your time to check his stuff out.
https://www.youtube.com/@CainOnGames
[1]: Tim Cain created the original Fallout (pretty much designed the whole universe), and a number of other successful games after. He's an engineer through and through, but wore a lot of different hats, and has an interesting perspective on all aspects of game dev.
"Challenges for Games Designers" by Brathwaite & Schreiber. This was by far the most helpful, as it laid out a process of finding & refining fun game ideas.
"Game Feel" by Swink. Examines why jumping feels better in Super Mario than Donkey Kong, why Street Fighter feels the way it does, etc. This way of breaking down & examining mechanics was eye opening and can be applied to other kinds of games.
lostgarden.com, especially https://lostgarden.com/2008/12/06/post-it-note-design-docs/, which describes a process for rapidly iterating on ideas, and https://lostgarden.com/2006/10/24/what-are-game-mechanics/, which introduced me to some of the fundamental building blocks of game mechanics.
Resources which helped me later:
I found "Art of Game Design" to be helpful later, when working on making a good game into a great game. The different lenses were great for finding areas where I could improve a game.
https://www.youtube.com/watch?v=Fy0aCDmgnxg really drove home how important polish is. This was useful after I had a game which was already a bit fun.
Finally, an observation & a suggestion, if you're open to them: You admit that you don't know game design, yet you're attempting to innovate by removing limits. This seems like an enormous challenge for a beginner, like someone who doesn't know how to play an instrument attempting to make a new style of jazz.
I think you'd have more success if you learned to play the instrument first: Practice by making a lot of small games. Spend 2-4 days on each, no more. Learn to use prototypes to explore the design space, searching for ideas with a glimmer of fun. When you find one, iterate on it to see if you can refine it into something more fun. As your game design skills improve, your ability to innovate will improve too.
I have heard that LÖVE is a great engine for prototyping game mechanics. You know; have some colored circles and some boxes and see if your game mechanics pan out (if you're doing artwork then you're doing prototyping all wrong). Hand your prototype out to friends and family and see what they think.
Starting with the graphics, sound, etc. feels rewarding but ends up being a really slow way to fail. Your game should be fun without the polish.
Jordan Mechner’s 20 tips: https://www.jordanmechner.com/downloads/library/20tips.pdf
Liz England’s blog: https://lizengland.com/blog/2014/04/the-door-problem/
1. The book "Designing Games: A Guide to Engineering Experiences" by Tynan Sylvester the creator of Rimworld.
2. Jonas Tyroller has some great videos on Game Design like this one: https://youtu.be/o5K0uqhxgsE
3. Some game marketing content from Chris Zukowski is also very helpful.
Which sadly means I'll never do it because developing a game would be incredibly time consuming.
Just as a side note, I love that name for a social media platform.
As for resources, unfortunately game design isn't as much of a "studied" field (for lack of a better word) as something like software dev. There's some great YouTube videos and blog entries and even a few good books, but its such a situationally dependant field that you'll need to know how to at least apply your own spin on whatever is recommended to fit your own projects, hence why, for me, game jams are king.
A few other tips I've picked up other the years: 1. Playing games helps, but if you're playing familiar games, you're not going to get much new out of them. You need to go underground, far beyond the safety of the front page of steam (or steam all together). PICO-8 and its splore browser is great for this (incidentally, PICO-8 is also great for game jams too!)
2. Similar to the above, different experiences help you generate different ideas. This can be found through your work by trying new technologies, new ways of doing things, playing with different genres you wouldn't otherwise touch, but also in your personal life, doing things you wouldn't ordinarily do. Just like the above, if you don't change the input you shouldn't expect much of a change in output.
3. Have a little notebook on your desk and anything that pops into your head, write it down, even if it seems absurd. A lot of my breakthroughs haven't come all at once, but rather picking out the best bits from a lot of ideas that otherwise couldn't have stood on their own. In my view, a physical notebook is much better than using your phone or notion or whatever, but I don't really have any solid reason to back that up so idk, ymmv.
4. Not much to say on this one, but keep it simple. It's far better to spend your time making a solid, if simple, base game, than endlessly tacking on features and content to a core that isn't working.
5. Also not gonna say much on this one, because it's a rule I don't follow to my own, very much self-aware, detriment; you need to be disposable with your ideas and plans. Maybe Space Zero just isn't a fun idea, take what you've learnt, drop it and move onto the next project. To be fair, that one can be a double edged sword. New devs do this far too easily, not letting themselves ever finish anything, which is obviously no better.
If on with higher level stuff (using an engine) use youtube.
I am doing the self teaching thing for low level with a web and CS background and it is brutal. I am currently on a one month break because one of the challenges I faced was too much.
There are discord channels I join to discuss, ask questions and learn.
I rely heavily on youtube but yeah sometimes it’s a lot. Gamdev is insane.
If you’re just using an engine just focus on shipping small games and start from there.
Even if it means copying a tutorial and changing one little bit.
Mini Games for Ideas on game mechanics
- https://www.asahi-net.or.jp/~cs8k-cyu/
- https://abagames.github.io/action-mini-game-mechanic-tags/in...
Gameboy Development on restricted hardware (make something fun without a huge focus on graphics)
Developers in the South Korea area if you're trying to find people to mentor / intern with.
- https://www.gamedevmap.com/index.php?country=South%20Korea&s...
Dwarf Fortress to make you feel like you accomplish nothing and other people are so productive its ridiculous (mild sarcasm, DF has lots of neat simulationist ideas, and "Toady" is ¯¯\_@©_/¯¯ organized. The dev map is crazy to look at. Like, it makes you feel vaguely insane.)
- https://www.bay12games.com/dwarves/
- https://www.bay12games.com/dwarves/dev.html
People trying to figure out what a "fun" game even means in terms of Live Action RolePlaying (mileage may vary on applicability to Space Zero and digital games)
- https://analoggamestudies.org/2014/10/o-jogo-do-bicho-pushin...
- https://petterkarlsson.se/2013/03/19/the-monitor-celestra-ba...
Games in terms actual militaries on Earth and the insights for modern day conflicts (that often get ignored by superiors)
- https://warontherocks.com/2019/04/how-does-the-next-great-po...
Technical stuff if you want "graphical resolution"
- https://learnopengl.com/Introduction
- https://www.learnopengles.com/android-lesson-one-getting-sta...
- https://webglfundamentals.org/
- https://webgl2fundamentals.org/
Shadertoy, gaze upon the abyss of shader development and 100,000 shaders (iq's stuff is absurd what's accomplished in a shader)
- https://www.shadertoy.com/results?sort=newest
- https://www.shadertoy.com/user/iq
Inigo Quilez - MATH ... who wrote Shadertoy
- https://iquilezles.org/articles/
Scryfall, 30,000 Magic the Gathering cards, and 30 years of game design mechanic development
- https://scryfall.com/search?as=grid&order=name&q=%28game%3Ap...
SteamDB, to look at the 800 games that get release "every, single, week" and how few get "any" signups.