Design¶
Game design principles and old-school lessons, written as short standalone ideas.
- Design by Subtraction, Not Addition
- Enemies as Palette, Not Characters
- Genre as Constraint Satisfaction
- High Score Tables as the Entire Metagame
- Juice Before Content
- Level Design as Grammar
- Old-School Gamedev Wisdom
- Playtesting Was Just Playing It Yourself A Lot
- Procedural Generation as a Space-Saving Trick
- Start From the Verb, Not the World
- The Arcade Economics Rule - Design for the Quarter
- The Can I Explain It on the Cabinet Art Test
- The Kishotenketsu Boss Structure
- The Manual Did Design Work the Game Couldnt