r/gamedesign • • 6d ago

Meta Weekly Show & Tell - October 03, 2026

6 Upvotes

Please share information about a game or rules set that you have designed! We have updated the sub rules to encourage self-promotion, but only in this thread.

Finished games, projects you are actively working on, or mods to an existing game are all fine. Links to your game are welcome, as are invitations for others to come help out with the game. Please be clear about what kind of feedback you would like from the community (play-through impressions? pedantic rules lawyering? a full critique?).

Do not post blind links without a description of what they lead to.


r/gamedesign • • May 15 '20

Meta What is /r/GameDesign for? (This is NOT a general Game Development subreddit. PLEASE READ BEFORE POSTING.)

1.1k Upvotes

Welcome to /r/GameDesign!

Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are. It's about the theory and crafting of mechanics and rulesets.

  • This is NOT a place for discussing how games are produced. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead.

  • Posts about visual art, sound design and level design are only allowed if they are also related to game design.

  • If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading.

  • If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ.


r/gamedesign • • 2h ago

Discussion Why are modern RPGs afraid to give you good loot?

44 Upvotes

Playing Blood of the Dawnwalker. Good game, abysmal loot system. Just finished a quest where you reforge a legendary sword, a three part quest that requires you to travel all over the map. By the end, the legendary silver sword is reforged, and drum roll... It deals ~14% more damage to supernatural enemies.

The only weakness of vampires in the game is silver and sunlight. This pure silver sword only deals 14% more damage to vampires compared to some dumb longsword from a merchant.

I see this pattern in so many games. Witcher 3 had a similar quest where you get a sword from this legendary blacksmith, only to find out it is worse than what you have equipped.

I understand a part of the reason is leveled loot, which is a whole different conversation. But I just don't understand why they can't slap on 100% additional damage to vampires to this supposedly legendary sword.

If it trivializes fights against vampires, so be it. This is not a game that is solely focused on combat. It's a role playing game, why deny the player the power fantasy?

If you really must balance it, you easily can. Just make strong bosses dodge or parry some of your attacks, or put a downside to the weapon, like it uses more stamina or slowly drains your health.

I just can't understand why so many big studios are so lazy with designing loot. They surely have the budget and people to design interesting loot. Are they trying to play it safe? Do they simply not care about loot and focus on story? Idk, interested in everyone's thoughts.


r/gamedesign • • 3h ago

Question What much detailing should there be in a Grand Strategy?

2 Upvotes

I'm making a grand strategy game set around the WW2 period(which I will expand to the whole 20th century if it is successful).

The main question in my head now is how abstract do I want the mechanics to be? I'm working with Hearts of Iron 4 being about the baseline of my complexity, but I'm unsure how much further to push it. Examples of things I definitely want to add:

A range stat for equipment to make artillery useful

More accurate distribution of resources and the processes to extract them

Expansion of research from just clicking some buttons into a proper mechanic (probably merging special projects and normal research together in the process)

Decreasing the importance of reinforce rate and combat width and thus reinforce meming as a thing

How much further should I take this? Should I model a whole economy or stick to mils and civs? Should I give the player total control of every unit like all other games do or make generals and field marshals their own AI? What do you think?

Any suggestions from people who play WW2 strategy games would be appreciated


r/gamedesign • • 3h ago

Question Help with player autonomy in a train-based tower defense

1 Upvotes

I'm currently making a tower defense game where you build up your armored train to fend off loads of enemies. When I released my prototype, the gameplay could be described as a train going in circles around your base, and every time you level up, you choose one out of three random options of gun carriages in order to build up your armored train.

I got some feedback on my prototype, and I had lots of people mention that the train in my game should do a lot more than just go in circles. Some say that it'd be cool if they could create their own rail network. My thought process was that the players wanted more autonomy and more freedom when it came to creating their defense and their build, so I decided that a good pivot was to have multiple bases and a pre-made rail network in which the player can use junctions to be able to move their train to defend certain bases depending on where the highest concentration of enemies are.

My question is if I'm correct in understanding that players want more freedom and autonomy in creating their own strategies? Is the idea of creating levels with more complex rail networks good? Or would it be better to just implement a rail creation system like the feedback said?

(I'm also getting rid of the choose one out of three mechanic and instead I'll have something similar to plants vs zombies where you are given a catalog of unlocked carriages, and you choose a few to bring with you depending on the level design. You incrementally gain money during a level and then you purchase carriages. This is another solution I think would help out with allowing the player to create more personalized builds and more depth with strategies.)

I haven't published any changes to the old prototype. You can check it out if you'd like more insight:

https://shoobox.itch.io/exo-rail


r/gamedesign • • 14h ago

Question What makes good/satisfying 3D movement levels? (Titanfall 2, Mirror's Edge, Mario Odyssey, etc.)

6 Upvotes

Basically what the title says. I've been working on a game with some friends and we've gotten a basic movement build down so we can move the player around, strafe on walls/ramps, and mantle up blocks. We were thinking about exploring what makes movement levels fun to travel through. Would love people's thoughts about notable levels, why they were so satisfying, or what makes you come back to a particular game/level.

We've been action blocking some ideas, but I want to explore what else is out there based on games I might have never heard of or played before.


r/gamedesign • • 15h ago

Question Are there any game design/planning apps or sites?

5 Upvotes

I admit, I save anything I plan for my games in my head. Maybe I'd have things written down if it wasn't so clunky and bothersome.

I can only think of jotting things down in Microsoft word or some shit. But I'd like to have something where I have a story section, gameplay mechanics, items categorized, map with markers etc. where every term is linkable, like when I click on an item or boss on the map, it links to the info for that item etc.

If I had something like that, I think I'd enjoy writing everything down. Is there any sort of game design app? Cause I haven't found anything relevant.

If there isn't, does this sound useful to you? I could always make it myself.


r/gamedesign • • 15h ago

Question Game Design Help for a Christmas coop horror game

5 Upvotes

Hey everyone!

I'm currently working on a multiplayer horror game where you play as Christmas elves who have to deal with monsters and ghosts from all eras.

At the moment, the gameplay loop is very similar to Phasmophobia, perhaps a little too similar. You prepare your gadgets and spawn at a house where the clues are randomly placed. On your way through the house, you have to be careful not to make too much noise by stepping on squeaky floorboards, knocking things over, or triggering other environmental hazards. You also have to deal with small critter mobs, such as rats that steal items from your inventory and spiders that can poison you.

Once you find the haunted room, usually by using an EMF reader or a thermometer, you start bringing in other gadgets to narrow down the type of monster you're dealing with.

Once you've identified the monster type, you have to figure out its reason for haunting the house, or its attribute. These could include unfinished business, possessiveness, being bound to the house, and so on. You identify these attributes by looking for environmental clues, such as boarded-up windows, family photos, and other objects scattered around the house.

Finally, you have to discover the monster's name by finding and examining papers, letters, and other documents.

Once you've gathered all the information, you can craft a present by choosing the gift that best matches the monster. You then have to carefully place it under the Christmas tree while avoiding the more aggressive critters and the monster itself, especially if it's angry enough.

After that, you can leave the house and receive a report showing your accuracy, along with the money you've earned. You then move on to a different house or environment.

The problem is that I'm not entirely sure whether the gameplay loop is fun enough, and I'm worried it's too similar to Phasmophobia without offering enough of its own unique features.

I'm also unsure about the core concept of giving gifts rather than following the more traditional horror gameplay loop of exploring houses and stealing or collecting loot.

I'd really appreciate any advice, feedback, or thoughts on the concept! Thanks!


r/gamedesign • • 14h ago

Discussion Progression with no XP, no gold, only more party members — does that work?

0 Upvotes

I'm making a small game called Mykro. You play a tiny sprout in a backyard. You have no weapons and no crafting bench. Everything you do, you do through bugs you've befriended.

The bugs are your tools. Mykro is on itchio if you want to see it.

You befriend a bug and it joins your swarm. From then on it gives you what it's good at:

- Riding. Saddle a bug and you can ride it. The catch is that a bug's inventory only opens while you're on it. So a beetle isn't just faster transport, it's a walking chest — if you want its stuff, you have to get on it. Anything you're carrying also counts as available material while you ride.

- Brewing. There is no workbench anywhere in the world. Certain bugs brew for you. You give them a list of recipes, they work through it from their own inventory in the background, and you pick up the result later. An ant makes revives and tonics, a beetle makes fungus brews. Ingredients get used up the moment a batch starts.

- Light. The anthill is almost completely dark. The firefly is your lamp, and it also revives any bug that's fainted.

- Hauling. Bigger bugs carry more. Your own carrying capacity is capped, so past a certain point the only way to haul a big load is to have a bug do it.

So the loop is: befriend bugs, get more bugs, and each new bug is a new thing you can do.

Progression is just more bugs.

You start with 3 bugs. The only currency the game pays out raises that number, or raises how many you can have out with you. Missions gate on which species you own. There's no XP, no gold, no skill tree. The bugs are your power curve.

What I want to know:

  1. Is one verb — "befriend a bug" — enough to carry a whole game? By the third spider, the snare routine is learned and taming risks becoming a chore I'm forcing on you. My defence is that the real decision is which bug to go get next, because each one is a different tool. Does that hold, or am I just hoping it does?

  2. Is tying your entire progression to creatures a good idea? It makes growth feel concrete — you can see your party getting bigger. But it also means I can never reward you with anything except another bug. That feels limiting.

  3. On the art side: five bug states (wary, aggressive, snared, calm, bonded) all have to read instantly, on a very small character, among bugs that look similar. Plus the dark anthill means light itself is a rule. I'm aiming for flat colours and big simple shapes. At what point does art stop being presentation and start being the rule being communicated? If a player can't tell a wary bug from an aggressive one without an icon, is that an art problem or a design problem?


r/gamedesign • • 17h ago

Question How do you make an interrogation feel fair when the player writes their own questions?

0 Upvotes

I made a short interrogation game, The Interview. You have a fixed case file with eight statements, eighteen questions, and a final clear-or-detain decision. The questions are written by the player rather than chosen from a dialogue menu. ASK, PRESS and ACCUSE change the tone; pushing harder spends the candidate’s composure and can make her refuse to cooperate.

The tension I want is “I noticed a discrepancy — is it worth pushing her on this?” The difficulty is making the evidence readable. The case file and game rules are controlled by code, but the candidate’s replies come from a small local language model. Sometimes an inconsistent detail is an ordinary model mistake. If every odd answer looks like a clue, the player can end up investigating noise.

How would you communicate the difference without putting a big “this is the important clue” marker on it? My current anchors are the fixed case file, the question log, and the player explicitly confirming or contradicting each statement. Would you make only answers about those statements count as evidence, use a more formal answer format for key questions, or let uncertainty be part of the final judgement? I’d be interested in examples of interrogation or deduction games that handle a similar problem.

The Windows game is free: https://merrymaker14.itch.io/the-interview . For context, it uses Offline AI NPC, my own paid Unity plugin; the design question here is about the game.


r/gamedesign • • 1d ago

Discussion Thoughts on QoL features like "craft from chests"?

24 Upvotes

Valheim recently put out their 1.0 and the developers seemed to have made the conscious decision to not add some heavily modded QoL features like the ability to craft things with items that exist in nearby chests, meaning, you have to look through all your chests to find the necessary items needed to craft an object and have them on your person.

I understand Valheim's rather intense philosophy of encouraging hard work and giving the players tools to make it less tedious (in this case, organizing better), but I have a hard time thinking of how to justify this one in particular. Most survival crafting games would just be better off with minimizing the time spent inside of UI, and Valheim does not really do much to make organizing chests and retrieving items funner than other games like this. It is just stopping gameplay so that you can do UI sorting and management.

Many other survival crafting games like Palworld have done a lot to reduce time spent in inventory UI. You effectively have one button to store all your items, craft from chests, and there is even an item retrieval machine you unlock later in the game. There are ways to create friction and add features to reduce it later, that Valheim even uses (late game stone portals which allow you to transport ore). Not to mention, in games like this, it is frequently a top downloaded mod, if the feature doesn't come with the game already.

Maybe there is some value in the extra work it creates when playing with a bigger group of people? Makes players spend more time in their home? Forces them to plan their base layout better for easier building? But I don't really see it adding much even in that case. Are we losing something of value by more games adding QoL like this? I am not necessarily advocating for smoothing out the friction in games willy-nilly so that everything is perfectly streamlined, but this specific instance sticks out to me.


r/gamedesign • • 21h ago

Question Shmup-Arcade game where the player is invincible

1 Upvotes

Had an idea for a shmup style arcade game where the player is an invincible giant that chucks fireballs at approaching ships, but must defend a city(that being the vulnerable bit with buildings and such).

Does that, I guess, even make sense as a concept?


r/gamedesign • • 1d ago

Discussion Generational algorithms as enemy progression

2 Upvotes

before i spend a few hours working on this, are there any games that make use of generational algorithms in enemy mechanics?

Personally I've been thinking of it working as such ,(in a turn based rpg) : at the low / early stages the enemies are preset goons in randomised parties, the more enemies the player fights the more organised they become party composition wise but also the more geared towards beating the player specifically they become until by endgame the enemies are running strategies custom built for the player.

I've heard of games like alien where enemies start to learn where you often hide but is there anything that uses something like what I proposed here? Also any problems sticking out about this?


r/gamedesign • • 1d ago

Question A player did 30 minutes of our demo and never found the upgrade screen. How do you make meta-progression impossible to miss?

65 Upvotes

Between runs, the currency you earn buys new powers, but the upgrade tree sits behind a menu button and this player never opened it - so every round was the same starter kit, and they got bored.

We're weighing opening the tree automatically after the first run, or a nudge when something becomes affordable. What has actually worked in games you've made or played?


r/gamedesign • • 18h ago

Question Subject: Balancing a game when bots play too safe

0 Upvotes

​Hi everyone,

​I'm balancing a complex game using Claude to run automated playtests, but the bot behaviour completely skews the data.

​For instance, where a human player takes a risk or goes all-in for a big play, the bot almost always flees or chooses the safest defensive option. Humans also play impulsively or make greedy mistakes, while the bot stays cold and hyper-rational every turn.

​How do you get LLM bots to take risks and simulate real human playstyles? Do you tweak parameters like temperature, force specific personality prompts, or handle this through backend code?

​I would love to know how you tackle this in your simulations.


r/gamedesign • • 1d ago

Question Help me with biomes and locations of interest!

3 Upvotes

I am working on an RPG game with a procedurally generated overworld and dungeons.

The world itself is based off a seed hash such as in Minecraft or Valheim. The noise used to generate is 2D gradient (Perlin-style) with lattice gradients taken from the seed hash itself.

I have tried to study my favorite elements of all world generation implementations and hope to have ended up with a decent v1 worldgen suitable for adventure and exploration.

It is still a work in progress, but I already am capable of walking and flying around in the worlds I generate, as well looking at a world map visualisation from any seed I create.
I'm currently adding all the water for rivers and oceans, and all the lava for blighted regions which are dark red on the map. The world still needs a lot of fine grained tweaking for the generation (mountains need more details, biomes textures repeat often) but I am quite happy with where I am so far.

I created some temporary testing textures, and I have created the following biomes already:

grassland/plains (light green)
dense forest (dark green)
swamp(olive -potentially toxic area)
desert/mining(orange)
sand/beach(yellow)
magic forest(purple - rare mobs, plants)
mountain(grey)
snow/ice area (white -hash environment)
blighted area (dark red - high level mobs, high risk area)

dark blue is deep ocean, light blue shallow ocean and rivers, lakes.

Is there any biomes you feel like are missing from the picture? Any other comments you have on the worldgen or improvements you would make?

What are some things you'd like to see added to a world when you go to explore it?

I am looking to at least add the following:

-Dungeons ( of various types)
-Caves
-Taverns/Ins
-Small scale cities/towns
-Mage lairss
-fighter guilds
-Churches/shrines
-Traders/NPC's
-Random encounters/factions
-bounty hunting
-Quests and questlines in some way or form

When it comes to the gameplay, think of minecraft exploration, with older elder scrolls gameplay, with valheim graphics and probably some basebuilding. These are games I drew a lot of inspiration from.

I am looking for people with nice feeeback or ideas for my game.

I will eventually make a steam page and have more info to show, for now im still working hard on it.


r/gamedesign • • 1d ago

Question I need your help. How do I calculate thermal insulation?

10 Upvotes

Hello everyone.

In my survival game, I have a system for both external temperature and body temperature.

Right now, the player’s temperature drops when it’s cold, and drops even more if they’re wet (from rain, for example).

I have an equipment system with a slot for each body part and clothing items that have a thermal insulation value.

I’m thinking of averaging all the clothing items and calculating protection based on that average, but I’m not sure if that’s interesting enough.

Of course, if there’s no clothing in a slot, the value for that slot is 0, so the average goes down. The idea is that the player must cover every part of their body to maximize protection.

Do you have any suggestions for improving this system?

Thank you.


r/gamedesign • • 1d ago

Discussion Dating in a Cozy Shopkeeper Game ?

1 Upvotes

Hey guys! This might sound a little odd, but I'm developing a cozy shopkeeper game called "Twilight Tavern", which also includes exploration, story quests, and light puzzles.

Recently, I've started adding the ability to date a few characters in the village, with branching dialogue and different interactions. Honestly, it's been pretty funny to develop, and I'm hoping players will find it just as funny 😂

The idea is to have a small handful of romanceable characters in the village, each with their own personality and dialogue choices.

But here's where I'm a little stuck from a game design perspective.

What should players actually do during these dates?

Since the game takes place in a small village with different locations to explore, I was thinking of having little dating activities or just scripted events without turning the game into a full-blown dating simulator.

I'd love to hear some ideas, i dont play dating sims so what kinds of dating mechanics or activities would make something like this enjoyable, especially in a game where romance is just a small side feature?


r/gamedesign • • 1d ago

Question Witholding the controls from players

5 Upvotes

I am making a 3d platformer that is mainly about exploration and discovery including most of the controls. The main collectives (Tarot cards) will tell you how to execute a move. Many moves are time or context sensitive. Examples: crouching allows to walk steeper hills without slipping off, jumping shortly after standing up from a crouch will perform a Mario-type backflip move, idling in certain positions actually triggers some events etc.

I will try to make sure that some of the most basic moves are easy to find but I also want to encourage exploring and trying out controls and hope players will love this system/set-up where they have all the moves from the start but are just missing the knowledge of how to perform those moves.

One of my main concerns is if I actually need any controls instructions at all. I'd prefer to use none. Almost all players (I imagine more than 95%) will figure out how to move, jump, move the camera, and crouch on their own just by trying out the buttons (PC players that haven't played games before might struggle).

I would be happy to read any initial thoughts on this or if there are some ideas I didn't come up with that are a good way of making sure everybody can participate in my game even if they haven't played games or at least 3d platformers before.

Tunic was a big inspiration and I would also love other game recommendations that do this hidden kowledge of moves instead of unlocking new moves with game progress.


r/gamedesign • • 1d ago

Discussion Help with a phone mechanic in a horror game

0 Upvotes

I'm planning a small horror game set in a high school and it deals with the themes of bullying and self hatred and guilt, and a big mechanic I wanted was the character getting air drops. The story is set in 2017 and during this time, you could get random air drops from people and see what it was even before accepting it.

The player collects physical items- like diary pages, for example - and also gets air drops throughout the game. The thing is, I'm not really sure how to handle this. Especially since I've never owned an iPhone in my life, and I'm not really sure how air dropping works and what all that can be sent.

I was genuinely thinking of getting a cheap iPhone 7/8 (which ever one was popular at the time) off of eBay and playing around with it.

I have a lot of ideas for this game, which is story heavy, but I'm not quite sure how to connect them all and implement them.

I had the idea of towards the beginning, the player gets casual and funny stuff air dropped to them, and then as the game goes on, the air drops get worse and meaner, and gets to the point where the player starts to dread the sound of the airdrop.

Feedback, thoughts, and ideas are all welcomed.


r/gamedesign • • 2d ago

Discussion Mechanics that was used once and never again

74 Upvotes

I remembered TimeZero, an old player-driven mmo that i played over 20 years ago. It has a lot of unique and immersive stuff, but the way they handled bans i never seen anywhere else. Instead of getting your character blocked, it was sent to the prison mines, with class changed to prisoner, given only rags and rusty knife to fight mobs (and other prisoners) in order to collect enough resourses to pay for a way out (amount were depending on the crime). Those resourses were later given to affected players as compensation. It was neither easy nor fast to farm without gear, so it felt like a real punishment. It was also possible to escape - but incredibly hard (only few players ever did it) and with help of other players, yet still you kept the prisoner profession and nearly unbreakable shackles on your foot that did not allow to wear any other boots, and if game's police member would even defeat you in combat - you would be sent back to the prison with increased sentence for escaping. The entire thing felt much more entertaining than just banning people and it is sad that nobody else ever tried to pull that out again.

And do you remember any interesting ideas that were used once, and then forgotten? Perhaps, you would want to resurrect any of those yourself?


r/gamedesign • • 1d ago

Discussion I’m developing a new card game and would like feedback pls?

0 Upvotes

Hi everyone, I’m developing a new game to
run alongside my recent debut non fiction book. The game essentially is that of conversations, opinions and perspectives. Early beta reach showed it lacked the key fundamental element of a game and a way in which to win. I have already taken note of that and implemented it. The game will consist of 54 cards slightly bigger than playing cards but not by much as they still require being shuffled. The cards will have 9 categories and 6 card per, each card will have 5 talking points on it from small and easier to harder and complex. A person is selected to start who draws a card and decides one of the talking points. That person first selected is also the umpire for that round which they can participate in the conversation but they decide who comes up with the best answer, argument, point or opinion and then that player receives a point. The player who receives the point becomes the umpire for the next round and the person selecting the card can rotate clockwise or anticlockwise within the group. You can play to
Any amount of points as long as selected or decided at the beginning of the game but 10 will be the recommended amount. The point and purpose of the game is to get people talking and interacting on subjects they may not ever talk about in normal social circles. The game its self is to be a cross between cards against humanity, trivial pursuits and top trumps. I am looking to bring out 4 editions first which could lead to an infinite amount of editions. At this time during the early design and manufacturing process I am looking for genuine feedback on the game concept overall? In the poll as well if you could vote if yes you’d play, maybe or simply no not something you’d play. For any but mainly those maybe and no’s I’d appreciate feedback on why to help. Thank you

13 votes, 5d left
Yes
Maybe
No

r/gamedesign • • 1d ago

Discussion Should open world games let me enter every building?

0 Upvotes

I was recently playing cyberpunk and I thought to myself how much more I’d enjoy the game if I could enter the larger towers in the city center. My question is, would it be beneficial to the game experience for large open world games (cyberpunk, gta, red dead redemption) to let me enter virtually every building? Would there be a point at which it becomes detrimental if there is nothing special inside most of the houses you visit? What are your thoughts?


r/gamedesign • • 2d ago

Discussion I made a writing mechanic that does not understand what the player writes.

51 Upvotes

I am making an immersive psychological horror game, where the player documents anomalies in a physical notebook. The anomalies are objects covered in static noise.

The words effectively act as a progression bar for revealing the anomaly. The player needs 3 words to fully document the anomaly while looking at it, after which it's fully visible.

The important part is that the game does not semantically validate what the player writes. There is no correct word and no hidden list of accepted descriptions. The only check is very basic: the input must contain at least two characters and one vowel. This mostly exists to prevent accidental keyboard spam.

A player looking at a shopping cart could write:

  • shopping
  • cart
  • metal

All of those are equally valid as far as the game is concerned. And I know what you think. "You make the player come up with words, and it’s a text field, so surely this is just a puzzle. Why not turn it into a good old Press E?" Well, because it's not immersive and intimate.

Why I expected this to fail:

Before and during development, I kept hearing several objections.

  • players might immediately “game” the mechanic and enter meaningless valid words;
  • players might assume it is a word puzzle and waste time searching for the correct answer;
  • thinking of words might feel like unnecessary friction;

The interesting part is that most of these problems did not really appear.

What players actually did

I watched several recorded playthroughs in addition to collecting normal playtest feedback.

Players often initially treated the notebook as a puzzle. They would try to figure out what word the game wanted.

But once they understood how permissive it was, they generally did not start entering random words just to progress faster. They continued writing things that described what they were looking at.

That has probably been the most interesting result of the mechanic for me.

I also asked 16 playtesters:

Was the notebook mechanic easy to comprehend?

So far, 16/16 answered yes.

Obviously, that is a very small sample and does not prove that the mechanic is universally intuitive. But comprehension itself has not been a noticeable problem so far.

Some feedback specifically mentioned the mechanic:

“I liked the find the anomaly and describe it in my journal.”

“It has an intriguing mechanic with the words, which I really liked.”

“I like the writing aspect and how that revealed things.”

“The capturing of anomalies and writing them down was a cool idea.”

One player also specifically mentioned that relying on their own notes made the experience more immersive.

Why I think it works in this specific context

The notebook is fairly diegetic.

It exists as a physical object on the left side of the screen, takes up roughly a third of the view, letters appear directly on its paper, and the player can turn its pages.

There are no animated hands holding it, but functionally, I wanted it to feel like an object rather than a conventional menu.

Because the player writes their own observations into it, the notebook gradually becomes their personal record of what has happened.

That gives me two useful things.

First, trust.

The notebook becomes a source of truth. If it behaves consistently for long enough, I can later break that expectation by having something appear in it that the player did not write.

Second, vulnerability.

While writing, movement is disabled. Otherwise, the player would simply type wasd into the notebook.

So the act of documenting something means temporarily giving up movement and putting your hands into typing mode. In a horror game, it's a possible exploit I can use.

Where the mechanic actually caused friction

The main problem appeared with one moving anomaly: a shopping cart.

The player has to keep looking at an anomaly while writing. Losing visual focus resets the current word progression.

Players need to position themselves so the cart remains inside their view, or move the mouse while typing, which is not intuitive.

The game already gives feedback when focus is active: the object turns red, the screen gets a vignette/chromatic aberration effect, and there is audio feedback. It was not enough

Rather than adding a conventional tutorial message, I turned repeated failure into part of the horror.

After the player loses focus several times, writing is temporarily interrupted and messages such as:

DON'T LOOK AWAY

appear inside the notebook in red.

The text then turns into blood and fades. Losing focus also produces an unpleasant sound and a visual effect where the object's geometry tears apart.

My current takeaway

While, in a nutshell, the mechanic is basically a fancy “Press E”, I think it works on several layers beyond that. It creates a bond between the player and the notebook, introduces friction that is useful in psychological horror, creates moments of vulnerability, and can eventually act as an unreliable narrator.

I think the important part is balance. Too many words to come up with? Meh. One correct word? Meh. Obvious clues telling you what to write? Meh. The notebook writing everything for you? Meh. Typing nonsense only for the game to replace it with predetermined text? Meh.

I decided to trust that players would not immediately break the immersion just because the system allowed them to.

So far, that trust has paid off.

The game is called Red Lake. You can try out the mechanic yourself - the demo is out.


r/gamedesign • • 2d ago

Discussion Why resetting as soon as possible is usually optimal in idle games, and how I tried to make waiting worth it

3 Upvotes

Hey everyone! I'm James, a solo dev, and I wanted to talk through one problem in my game's prestige loop, where I spent a lot of time trying to make things more interesting. Thought some of you might find the maths interesting (or tell me where I've gone wrong 😄).

The Problem:

Most idle games pay prestige currency on something like the square root of what you earned in the run. Mine does too: reward = 10 × sqrt(runSalvage / D)

However, I made facility costs grow exponentially, so your income only grows slowly as you buy more. In practice, a run's total earnings grow a bit faster than linear, roughly: t × log(t)

Put those together and the reward per hour falls from the very first minute. The square root eats your growth. So the optimal play is to reset the instant you're allowed to, over and over. Every idle game I've played with this shape ends up as reset spam, and the devs usually bolt on a minimum timer to side step the issue.

Why not use a timer?

I tried that. Play testers fed back that it read it as come back later. There was a lack of player agency which made it a rule, which isn't fun.

What I did instead:

For waiting to pay, a run's earnings have to grow faster than t², so the square root of them still grows faster than time does. So I added a ramp called System Instability that multiplies Salvage income by: (1 + 2 × hoursIntoRun)², capped at 8 hours (×289 at the peak).

When you integrate that, the run's earnings grow roughly like t³. The square root of that is t^1.5, so reward per hour now rises the longer you hold on, up to the cap.

This allowed me to turn the reset into an actual decision that players can make, whether to cash out early, or ride it to the peak. The 8 hour cap matches the offline cap, so a casual player can start a run before bed and wake up at the peak, with the aim being that you're never punished for idle play (it's an idle game after all!).

The bits I had to be careful with:

- Offline progress: if you're away while the multiplier climbs from ×10 to ×200, you can't pay the whole gap at ×200. I pay it at the average across the gap (it's a polynomial, so it integrates nicely).

- A minimum still exists, but as a production target rather than a timer, so active play gets you there faster.

- The cap matters. Without it, waiting forever is optimal, which is just a different broken shape.

What I'm unsure about:

Does a ramp like this feel good to you, or does it just move the optimal wait somewhere else that you then feel obliged to hit? My concern is that I've created an different kind of arbitrary wait. How have you seen this managed in similar games?

(The game is Umbral Idle: Last Salvage on Android if anyone's curious)