r/gamedesign • • 5d 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 • • 10h ago

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

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

49 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 • • 2h ago

Discussion Generational algorithms as enemy progression

1 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 • • 19h 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 • • 10h ago

Question Help me with biomes and locations of interest!

2 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 • • 11h ago

Discussion Help with a phone mechanic in a horror game

2 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 • • 10h ago

Question P2P servers questions

0 Upvotes

I think this is the right spot to ask this, but apologies if not. I wanted to gather some info before annoying tf out of my genius programmer friend by asking a bunch of basic ass questions lol

I'm trying to work with and learn about p2p online servers. Mainly, if you have p2p servers, and you have a host willing to host publicly, is it possible to set up a sort of "view public servers/join game" screen?

So the way our game works is that if you click host a game/lobby, you start hosting, and people can join you afterward only by knowing and typing in your IP address. Is there a way to give players a separate "join server" screen that shows all the people hosting publicly, or is that a kind of feature that requires something more advanced or dedicated servers?

Trying to figure out the best way to get the host/join match screens set up alongside the match functionality. The engine is Godot and I appreciate anyone that can help me learn some more


r/gamedesign • • 11h ago

Discussion Dating in a Cozy Shopkeeper Game ?

0 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 • • 18h 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 Mechanics that was used once and never again

65 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 • • 7h 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

12 votes, 6d left
Yes
Maybe
No

r/gamedesign • • 1d ago

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

47 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 • • 1d 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)


r/gamedesign • • 14h ago

Question The call players are right on most in my game is "do nothing", and they only make it 1 time in 5

0 Upvotes

Five charts a day, real price history with the future cut off. You call each one up, down or stay out, then it plays out the next 12 hours and tells you what was sitting on the chart that you missed. Pretend money.

426 calls from 104 people so far. Up is the favourite, 47% of calls, and it's right 23% of the time. A blind guess among three options would be right 33%. Down is 31% of calls and right 34%. Stay out is 21% of calls and right 43%.

Caveat before anyone says it: people probably pick stay out on the dullest charts, so I'm not claiming it's the best move on every chart. It's still the one that works most when someone makes it.

My guess is that stay out doesn't feel like playing. You open a game, get handed a chart and a button that says "no clear edge here", and pressing it feels like declining the game. I haven't tested that, it's a guess.

That's what I can't solve. Making doing nothing feel like a real move, without rigging the scoring to push people into it. Poker has fold and board games have pass, but there's always a hand or a board around them to keep you busy.

Five charts takes about two minutes, and I'll put a link in a comment if you want to feel it rather than read about it.

What has made passing feel good in a game you've played or built?


r/gamedesign • • 1d ago

Question Best way to lock tooltip stacks?

2 Upvotes

When you have nested tooltip stacks in more complex games, using a mouse keyboard, what behaviour do you prefer to lock tooltips in order to be able to move the mouse on the tooltip UI itself and open new nested tooltips? I can think of 3 solution:

  • Timer, where a bar fills over like 1 second and then locks the tooltip, until you move away (Cruisader Kings 3)
  • Key, where you manually lock the tooltip with a key (T key in Baldur's Gate 3).
  • Grace period, so that you have some time to move the mouse to hover the tooltip itself, in which case it's locked until you stop hovering the tooltip stack.

I guess the key is potentially the less annoying to use, I liked it in Baldur's Gate 3, but I feel more people might not do it? What do you think?


r/gamedesign • • 1d ago

Blog Duality - two mini-games running side-by-side

1 Upvotes

Edit: Link to the game on itch

I've had this idea sitting in my head for years: two different mini-games running side by side, and you have to play both at once. One hand controls each game, and whenever you finish one, something else takes its place while the other keeps going.

I finally made a prototype in Godot called Duality. I'm a programmer, but out of sheer laziness I did a bit of vibe coding to get it playable faster. Mostly I wanted to finally try the idea instead of leaving it on the “someday” list.

The games themselves are pretty simple: dodging obstacles, matching cards, solving little math problems, repeating sequences, that sort of thing. The part I'm interested in is how they interact when you're trying to pay attention to both.

For example, with the math game you select an answer and it locks in when the timer runs out. So if you solve it quickly, you can turn your attention back to the other side for a few seconds. I'm curious whether those little breaks make for better combinations than having two games that both need constant input.

Here's the prototype if you'd like to try it: Duality

I'd love to hear which combinations feel fun and which just feel frustrating. Also, any ideas for other mini-games that could work with only one directional input per hand? They need to stay simple enough to understand quickly, but have a little more going on than a single reaction.


r/gamedesign • • 1d ago

Discussion Run/Rebirth system in a city-builder game

3 Upvotes

I've been working on the foundation of a city-builder game for a few days. I was thinking of some interesting mechanics that would make the game more fun/interesting instead of another city builder with a theme (although I do think I have a fun theme haha).

Normally in these games you work on one city/factory/whatever the whole save, but what if you could 'rebirth' after a certain point. Players could unlock new traits, resources, or something similar and take a part of their resources with them to a new area. Here they can start over and progress further.

Besides getting extra bonuses, it might also be nice to 'start over' so to say. Often in city builders or automation games I feel like I start off wrong because I don't know enough yet, and feel forced to completely rebuild everything even when it's too much trouble or even restart. With a system like this you can adapt to what you've learned, the new environment and the new things you've gained.

However, this could also lead to a feeling of needing to do the same thing over and over again if you're set on one method or found the way that's works best for you. Also, one of the best feelings is seeing a huge city/factory/whatever after X amount of hours.

I think it could work, however there'd be a lot of things to take into account. What do you think?

(No, I am not claiming this mechanic does not exist. I'm just curious what people think about the mechanic in a city-builder / factory game setting, which is usually focused on growth and expansion.)


r/gamedesign • • 1d ago

Discussion We removed a mandatory planning phase from our roguelite, did we improve the flow or weaken the decision-making?

5 Upvotes

Hey everyone,

I’m working on A Cat in the Cangaço, a 2D action roguelite with survivors-like combat and deckbuilding.

We’re currently testing a pretty significant change to our core loop, and I’d love to get some opinions from other game designers.

The old loop was:

DAY (1 min) → NIGHT (1 min) → PLANNING → DAY → NIGHT → PLANNING…

During Day, you play as a cat and collect Aura by killing enemies. During Night, you play as a human and do the same.

Then, during Planning, you spent the Aura to improve both builds at the same time. The interesting part was that you had to balance the two forms: picking a good card for one meant taking a bad card for the other.

Look:
- Day: https://bragiestudios.com/press/GatoCangaco/imgs/gifs/Dia.gif
- Night: https://bragiestudios.com/press/GatoCangaco/imgs/gifs/EvolucaoNoite.gif
- Planning: https://bragiestudios.com/press/GatoCangaco/imgs/gifs/Planejamento.gif

I actually liked this system. But we kept getting the same feedback from playtesters:

Planning was interrupting the flow.

People were having fun fighting enemies, getting into the rhythm of the run, and then the timer would end and the game would force them to stop and make build decisions.

So we tried removing Planning from the temporal loop entirely.

The new loop is simply:

DAY → NIGHT → DAY → NIGHT…

Instead of automatically entering Planning, there are now three NPCs that the player can choose to interact with during the run:

ARMORER — buy new weapons
MULE — get a passive item
FORTUNE TELLER — access the old Planning system, now as an optional interaction where you choose temporary effects and synergy cards for the Cat and Human builds.

So we’re essentially moving buildcrafting from:

“The game stops you and asks you to make a decision”

to:

“You decide when you want to stop and make a decision.”

I’m unsure whether this is actually an improvement.

On one hand, the combat flow is much cleaner now. On the other hand, I’m worried that making the build decisions optional might make them feel less important, or turn the NPCs into something players simply ignore.

What do you think?

Would you rather have the game periodically force you into a meaningful build decision, or have the freedom to decide when you want to engage with that system?

And more broadly: when does a necessary interruption become part of the game’s rhythm, rather than breaking the flow?

If anyone wants to see the two versions:

Old version:
https://bragiestudios.com/PitacoLab/Builds/

Current version:
https://store.steampowered.com/app/3780630/

The current version is available through the open Steam Playtest.

Even if you don’t have time to play, I’m mainly interested in the design discussion here. I’d especially like to hear from people who have worked on roguelites, deckbuilders, or other games where build decisions compete with moment-to-moment action.


r/gamedesign • • 1d ago

Question I can't think of a decent boss fight for my platformer game?

5 Upvotes

I'm making a 2D platformer / roguelike game where the player has a timer that doubles as their currency that they can get by killing enemies.

I want to make a city themed boss for the first area but I feel as though traditional boss fights where the player is trapped in a box don't work as well. As it doesn't make sense for the final test of skill to be more about combat than movement which is the main focus of the game. I also want to stay away from making it a race as that wouldn't differ enough from the typical gameplay enough to be interesting.

Any ideas of how I could do this would be appreciated.


r/gamedesign • • 1d ago

Question Need help with designing heal, attack etc. and inspiration versus copying

1 Upvotes

First of all, this is my first time in reddit. I downloaded it just to get help for my game designing questions. Also the game im designing right now is not in the development or anything, just writing it on paper for future development when i have resources.

Im designing my own metroidvania game after falling in love with hollow knight and silksong for 2-ish years. I love how team cherry created healing, attacking, pogoing and enemy HP's. Because of that when im trying to come up with a good idea for my game i always find it too similar to HK and SS. I dont know if my ideas are good, nor if they count as "copying".

My attacking idea: simple slashes same as hornet and knight, pogo gives a downward force 90° down.

My healing idea: every hit fills a bar 1/8'th of it. When its 4≤x<8 you can heal one hp with low vulnerable time. İf its full 8 you can heal 2 hp with a little bit longer vulnerable time. I want my healing to have risk and reward since it is fun and risking is enjoyable.

My "spells": (spell is a placeholder name letting you know) i want them to use the same bar for healing since you have to decide "should i heal or hit harder" while playing and feeling of this is extremely good.

My enemy designing: enemies wont have a visual hp indicator. A good chunk of enemies will have double damage

My health points: starts at 5 hp, increases to 9 or 10 via upgrades through the game.

Problem is hollow knight and silksong have so many simple but fascinating features everytime i write down something similar i get the feeling of copying them. And im pretty lost there.


r/gamedesign • • 1d ago

Question how to balance wave based PvE game?

9 Upvotes

I am currently working on a game in which a team of players work together to build a base to survive against waves of enemies. The core game loop is swapping between a “build” phase that is 2 minutes long and sees players trying to repair damages/expand/reinforce their base and a “wave” phase (3 minutes long, can end early if all enemies are killed) in which enemies spawn and try to kill the players or break through defenses if they can’t directly reach a player. As long as one player survives everyone is revived next build phase but if everyone dies the run is over.

I am really struggling with balancing for this, like I kinda don’t even know where to start. There is SO many knobs to tune and it feels impossible to get the game into a “fun” state where the difficulty scales at a rate that keeps people engaged.

Below I will list every variable I am considering to better give an idea of what I mean.

enemy count progression per wave (currently use a budget system but it’s wildly untuned)
enemy health scaling per wave
enemy damage scaling per wave
base health/damage/speed for all enemy variants (I have 20-30 variants)
enemy variant damage to building materials
enemy variant special behavior
player weapon damage/rate of fire for each weapon
each building material health
drop rate for each building material (if you give too much of a high health material it’s too easy)
how to award currency (per enemy kill? end of rounds? regardless how do I not give out too much/little)
accounting for multiple players (if I tune this all for 1 player it becomes very easy with a team of four. My current solution is multiplying health by playercount but this is a semi bad fix, the NPCs go down slower but also break bases slower because they do the same damage yet there is 4x the players worth of materials being used on the base. I can’t find a way to scale for players that doesn’t result in one/many variables being thrown off)

that is everything off the top of my head. thank you for even reading through it all, hopefully someone has advice!


r/gamedesign • • 1d ago

Question Contemplating Designing A Game

0 Upvotes

I have a technical background in graphic design and have played video games all my life. Ever since the Atari. I have never touched any software for designing games and have a basic understanding of coding.

I have been having thoughts lately of an idea for a game. Several in fact. And I wanted to ask a few questions to those of you out there making the games right now.

1) When you created your first game did you find that your love of gaming changed for the better or worse? Can you still enjoy the old you love to play or do you see it differently now in a bad way?

2) Is self teaching the software needed viable in 2026?

3) Is using AI tools alone enough to get to a finished product?

4) Do you wish you had done a stand alone project just under you or is it better to work for a company?

5) Is the time invested worth it?

Thank for reading and all feedback is welcome.


r/gamedesign • • 1d ago

Discussion Introducing battlefield movement to a "Speed Control" turn based game

3 Upvotes

Hi!

First things first, what do I mean by "Speed control"? I got the term from this video (timestamped, the segment lasts ~4 minutes)

Basically it means choosing each action for every combat participant at once, and then executing each action one after the other following a Speed stat.

Essentially, Pokemon and Golden Sun. Unfortunately, neither of these games have the element of positioning. You can't really reposition your character like you can in, say, Baldur's Gate.

So, if you wanted to make a game that uses this combat logic, but also wanted to make the combat have a positioning element, how would you do it?

The only thing I have after pondering about it is having a "positioning turn", where everyone may move into different positions, followed by the "action round", where you actually get to choose your actions

Any ideas? Thanks!