
I make one-button rhythm games: game design +🎵 (as fizzd) + code. Like @RhythmDrGame and @adofai, w/ @WLDoodles @giacomopc @kylelabriola @JoseCahuanaT +friends
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ALT Designing gameplay for me usually follows 2 main core principles some of this may seem super basic/obvious but different contexts make it always interesting The first/most important one is sort of "have a player do one thing, have a player do another thing, then have the player do both at the same time" is an incredibly easy way to get a reasonable difficulty curve going regardless of what those two things are, or having to explain a 3rd thing The second thing that almost feels like it doesn't need to be explained because if you've ever made a game this tends to evolve naturally as you make it - but I'm going to do it anyway because even then, it's useful to consciously think about it to avoid accidentally creating "game desog" The idea of building up a "language" for the game, and then falling back on it and regularly checking up on the fact that the player still understands it, with a final world or zone being a test of every mechanic you've learned so far.























