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How to make a fun game

2025-05-01
How to make a fun game

How to make a fun game? What is fun?

It's always been a struggle for me to know if a mechanic is fun or not. For others it might be really easy to make something fun. At some point I just stopped questioning and just try to make stuff I like. If people want to question and make it a science it might be a waste of time, but they might figure out something that is fun through doing so.

I just want to make something. If no one wants to play it then thats fine with me as long as I accomplish something even if it's the worst game ever.

Ant Battle Game Screenshot

Making simple fun mechanics

Simple fun mechanics are the building blocks of engaging gameplay. The key is to focus on one core interaction that feels satisfying and responsive. Start with clear cause-and-effect relationships: when the player does X, something immediately happens that feels good. Whether it's the perfect jump arc in a platformer, the satisfying pop of collecting items, or the gratifying feedback from defeating enemies, these mechanics should be intuitive to understand but offer depth through mastery. Prototype quickly and iterate based on genuine reactions - if you find yourself playing with a mechanic "just because" rather than to test it, you're on the right track. Remember that polish matters: adding appropriate sound effects, visual feedback, and subtle screen shake can transform a basic interaction into something that players want to experience repeatedly.

Coin Grab Game Screenshot

Making more complex mechanics

Building on simple foundations, complex mechanics emerge when you thoughtfully layer multiple systems together. The key is to introduce complexity gradually, allowing players to master each element before combining them. Start by ensuring your core mechanics are solid, then introduce complementary systems that create interesting decisions and emergent gameplay. For example, a basic shooting mechanic becomes more complex when combined with limited ammunition, varied enemy types, and environmental interactions.

Effective complex mechanics often create meaningful trade-offs: speed versus power, risk versus reward, or specialization versus versatility. These choices give players agency and encourage experimentation with different strategies. Remember that complexity should serve a purpose—add depth, not confusion. Regularly playtest with fresh eyes to ensure your systems remain intuitive despite their complexity. The most successful complex mechanics feel like natural extensions of simpler ones, creating a sense of progression as players discover new possibilities within your game's systems.

Balancing things that are difficult vs still making it fun.

Balancing difficulty is one of the most crucial aspects of game design. The sweet spot lies in creating challenges that push players just beyond their comfort zone without frustrating them to the point of quitting. This concept, often called "flow," occurs when players feel challenged enough to be engaged but not so overwhelmed that they give up. Start by establishing a clear difficulty curve that gradually increases as players develop their skills. Provide consistent feedback so players understand why they failed and how to improve. Consider implementing dynamic difficulty adjustment that subtly adapts to player performance, or offering multiple difficulty options to accommodate different skill levels. Remember that failure should feel fair and instructive, not punishing—players should always feel that success is within reach with a bit more practice or a different approach. The most satisfying games make players feel accomplished when they overcome challenges, creating a cycle of tension and release that keeps them coming back for more.

A fun mechanic is directly influenced by the balancing of values, the science of playing with values and dialing things in so they feel good to the player.

It's not for me to judge if something is fun or not, Its for others.

One of the most valuable steps in game development is getting your creation into the hands of others. As developers, we inevitably develop blind spots to issues in our own games—mechanics that seem intuitive to us may confuse new players, and challenges we find perfectly balanced might be frustratingly difficult for others. Organize regular playtesting sessions with diverse participants who represent your target audience. Watch them play without providing instructions, noting where they struggle, what excites them, and what bores them. The key is to observe more than you speak—resist the urge to explain or defend your design choices. Instead, ask open-ended questions afterward: "What did you find most enjoyable?" or "What frustrated you?" Create a safe environment where testers feel comfortable giving honest feedback, even if it's critical. Remember that emotional reactions to your game are valuable data points, not personal attacks. Implement a system to track recurring feedback patterns across multiple testers, prioritizing issues mentioned by several players. This external perspective is invaluable for breaking through creator's bias and seeing your game with fresh eyes.

After developing a game for so long you begin to feel the fatigue of play testing the same things over and over. By the end you may have become numb to what may be fun for others and you question the game.

Shield Icon

Conclusion

Creating a fun game is both an art and a science—a delicate balance of intuition, iteration, and player feedback. Throughout this article, we've explored the fundamentals of crafting engaging mechanics, building complexity, balancing difficulty, and overcoming creator's bias. The journey of game development is rarely straightforward, but a few principles remain constant:

  1. Start simple and iterate often. The most engaging games often begin with a single satisfying interaction that's refined through countless iterations.

  2. Play your own game, but recognize when you've lost objectivity. As discussed in our companion article on playing the game you're developing, regular playtesting of your own creation is essential—until it isn't enough.

  3. Seek diverse feedback from players who represent your target audience. Their fresh perspective will reveal blind spots you never knew existed.

  4. Trust your instincts, but verify with data. If something feels fun to you, it might be fun for others—but only playtesting will confirm this.

  5. Remember that "fun" is subjective. Not every game needs to appeal to everyone, but it should deeply resonate with its intended audience.

Perhaps most importantly, maintain your passion throughout the development process. When creator's fatigue inevitably sets in, reconnect with what inspired you to make games in the first place. The most compelling games are often those created by developers who found joy in the creation process itself—a joy that ultimately transfers to the player experience.

Game development is a marathon, not a sprint. By focusing on creating experiences that feel satisfying, challenging in the right ways, and respectful of player time and intelligence, you'll be well on your way to making a game that's not just functional, but genuinely fun.


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