10 Rules every game designer must follow
10 rules every game designer must follow: ๐ญ. ๐ ๐ก๐ฒ๐๐ฒ๐ฟ ๐๐ฎ๐ธ๐ฒ ๐ฎ๐๐ฎ๐ ๐ฒ๐ฎ๐ฟ๐ป๐ฒ๐ฑ ๐ฟ๐ฒ๐๐ฎ๐ฟ๐ฑ๐ โณ Players hate losing something they worked hard for. โข It feels unfair if itโs taken without their input. โข Let them give it up only by choice (e.g., selling or swapping). ๐๐ ๐ฐ๐ฒ๐ฝ๐๐ถ๐ผ๐ป: During the FTUE, you can give something cool & powerful to hook them and then take it away. Players are fine with this because they didnโt ๐ฒ๐ฎ๐ฟ๐ป it. ๐ฎ. ๐ฏ ๐๐น๐๐ฎ๐๐ ๐ฝ๐ฟ๐ผ๐๐ถ๐ฑ๐ฒ ๐ฎ ๐ฐ๐น๐ฒ๐ฎ๐ฟ ๐ผ๐ฏ๐ท๐ฒ๐ฐ๐๐ถ๐๐ฒ โณ Players should always know what to do next. โข The path can be hard, but the goal must be obvious. ๐ฏ. ๐ ๐ ๐ฎ๐ธ๐ฒ ๐๐ถ๐ฐ๐๐ผ๐ฟ๐ ๐ฎ๐ป๐ฑ ๐ฑ๐ฒ๐ณ๐ฒ๐ฎ๐ ๐ฐ๐ฟ๐๐๐๐ฎ๐น ๐ฐ๐น๐ฒ๐ฎ๐ฟ โณ Avoid confusing win/lose conditions. โข Players need to understand how they can succeed, and why they failed. โข Visual cues like progress bars or danger symbols (e.g., red […]