Guidelines for designing a game on paper, before any code.
Genre decides the camera, the controls and the level design.
| Genre | What you do | Key features | Examples |
|---|---|---|---|
| Platformer | jump on platforms, dodge, reach the goal | gravity, jump timing, precise movement | ๐ Super Mario Bros ยท โ๏ธ Celeste ยท ๐ท๏ธ Hollow Knight |
| Top-down | mazes, shooting, collecting | 360ยฐ movement, room to room, field of view | ๐ก๏ธ Zelda: A Link to the Past ยท ๐ซ Hotline Miami ยท ๐ Enter the Gungeon |
| Puzzle | switches, keys, logic | no time pressure, the solution is the reward | ๐ Portal ยท ๐ธ Baba Is You ยท ๐๏ธ The Witness |
| Endless runner | keep moving, survive | automatic progression, one button, rising speed | ๐ Temple Run ยท ๐ Subway Surfers ยท ๐ท Geometry Dash |
| Tower defense | place towers, stop enemies | placement, resources, enemy waves | ๐ฟ Plants vs. Zombies ยท ๐ Bloons TD ยท โ๏ธ Kingdom Rush |
| Metroidvania | explore, gain abilities, come back | connected map, ability gates, backtracking | ๐ค Metroid: Zero Mission ยท ๐ฐ Castlevania: SotN ยท ๐ฑ Ori and the Blind Forest |
One concrete, measurable goal: collect 5 keys ยท reach the exit ยท survive 60 seconds ยท beat the boss ยท score 1000 points.
A level can have 1 main goal + 1 optional goal. Keep it visible and countable on screen ("3/5 keys").
Pick one: health runs out ยท time expires ยท you fall off the level ยท an enemy catches you ยท resources run out.
No losing condition means no stakes. Tell the player clearly when it happens โ animation, sound, text.
The action sequence the player repeats. If it is boring, the game is boring.
| Genre | Loop |
|---|---|
| Platformer | move โ jump โ dodge โ collect โ progress |
| Shooter | move โ aim โ shoot โ take cover |
| Puzzle | observe โ think โ try โ solve โ next level |
| Top-down RPG | explore โ fight โ loot โ level up |
The best loops are simple but deep: easy to learn, hard to master.
Use grid paper. Mark: start, goal, platforms and walls, hazards, enemies, collectibles, checkpoints.
Ask yourself:
Teach the mechanic at the start, without danger. Then raise the difficulty step by step.
Draw the look, the size relative to the level, and the hitbox as a rectangle. Write next to it: speed, jump height, health, special abilities.
Per type: how it moves, does it deal damage, how much health, can it be avoided or must it die, does it have a weak point.
Design 1โ2 types, not 5. Give each one a movement pattern the player can learn.
| Type | Movement | Threat | Defeatable? |
|---|---|---|---|
| Patrol | back and forth | low | yes |
| Hunter | moves toward player | medium | yes |
| Turret | stationary, shoots | medium | optional |
| Boss | complex pattern | high | required |
Sketch the screen. Top area: health, score, time, collectible counter. Separate screens: game over, win, pause menu.
Keep the HUD minimal โ only what the player must see all the time.
Title โ short and expressive. Reference the mechanic ("Jump King") or the mood ("Celeste"). Easy to remember and pronounce.
Elevator pitch โ 1โ2 sentences: "A fast-paced platformer where you collect keys against the clock."
Template: "This is a [genre] where the player [main action] in order to [goal], while facing [challenge]." It must answer who plays, what they do, and why it is exciting.
Movement โ 4 directions? jump? sprint? double jump? crouch or slide? wall jump? Every option is a new mechanic, so add them carefully.
Combat, if any โ damage amount, cooldown, melee or ranged, blocking or parrying, knockback. A basic attack plus knockback is enough for a first game.
Scoring โ e.g. coin = 10, enemy = 50, fast finish = bonus, no-damage clear = bonus. Ask what this motivates. Work out the maximum score per level; it helps with the difficulty curve.
Difficulty โ more enemies, faster movement, less time, fewer lives, smaller platforms, harder patterns. Increase it gradually:
| Time | Phase | Content |
|---|---|---|
| 15 min | Introduction | What is the game's goal? What is the core loop? One example on the board. |
| 20 min | Concept | Teams pick genre, objective, losing condition, 3 main mechanics. |
| 30โ40 min | Level design | First draft: hard section, safe section, enemy placement. |
| 20โ30 min | Rules | Scoring, health, damage, time. |
| 20 min | Paper playtest | One team "plays" another team's level: is it understandable, too hard, is there a strategy? |
| 5โ10 min / team | Presentation | What makes it unique, who is it for, how would it work digitally? |