LEVEL DESIGN · 2 MIN READ
Before writing a tutorial, ask what a space can teach through distance, contrast, and a little room to try.
FOR PEOPLE WHO PLAY & MAKE
Behind every good game is a small, interesting idea.
Let’s spend a little time with those ideas.
Observe. Experiment. Discover.
A NOTEBOOK, NOT A RULEBOOK.
01 THE JOURNAL
Three ideas to take into your next game.LEVEL DESIGN · 2 MIN READ
Before writing a tutorial, ask what a space can teach through distance, contrast, and a little room to try.
GAME FEEL · 2 MIN READ
A button press is a question. Clear movement and feedback let the player know the game heard it.
EXPLORATION · 2 MIN READ
Not every discovery needs a reward. Sometimes a new view is reason enough to take the long way.
02 THE PLAY LAB
A tiny experiment in reading a space. Move the teal square to the ring. The dark tiles are walls; everything else is a possibility.
Take the direct route. Take a detour. Notice how a few walls change the way you think.
Which opening did you notice first?
What made you choose it?
A small world. Find your way through.
00 MOVESUse arrow keys, the controls below,
or tap a neighboring tile.
03 THINKING ABOUT GAMES
A notebook for the things that make games interesting: the way a room teaches, an action responds, or a path invites us to explore.
These are starting points, not universal rules. Take an idea, question it, and see what happens when you put it into play.
A rule becomes easier to understand when the player can test it in a space that makes its consequences visible. Before adding an instruction, ask what the room already communicates through distance, contrast, repetition, and boundaries.
Introduce one unfamiliar relationship at a time. Place a movable object beside a short gap. Give the player enough room to push it, notice the result, and try again. Keep the first successful use close to the first encounter. A mechanic taught here and required much later can feel like information without a purpose.
Then change one condition. Make the gap wider, place the object on a slope, or offer two possible routes. The second encounter should invite the player to apply the rule rather than repeat a gesture.
Change the space before adding words.
Failure needs an explanation, too. A missed jump that hides its landing point teaches less than one whose distance is easy to judge.
Game feel begins with a simple exchange: the player acts, and the game makes the result understandable. Animation, sound, and particles can support that exchange, but they cannot substitute for it.
Start by separating three moments: the input was received, the action is underway, and the outcome has arrived. A charged throw might show a changing silhouette while held, a clear release motion, and a distinct impact response. Each signal answers a different question.
Intensity should follow consequence.
If a minor collision produces the same response as a decisive hit, the player has to inspect everything to learn what matters. Reserve the strongest changes for events that deserve attention.
Check the sequence without sound, then with decorative effects removed. Essential state changes should remain visible. Motion and audio can add character without carrying every piece of information alone.
Exploration starts with a question: what might be over there? A checklist can replace that question with a different one: what have I not collected yet?
To encourage curiosity, give places recognizable qualities before giving them completion states. A crooked bridge, a warm window, or a sound behind a wall can suggest a destination without explaining its reward. Let the route offer something worth noticing along the way.
Not every discovery needs an item.
A new view, a shortcut, or a clearer understanding of a place can make a detour worthwhile. These outcomes work best when the player can recognize their value without a notification explaining it.
Returning should be easy enough that leaving an unresolved question feels comfortable. Distinct landmarks and understandable connections help players form intentions they can revisit.
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