Pick a game you can finish in a weekend
Step 125 minutes
By the end of this step
When you finish this step you will have one game idea on one page, and it will have survived six constraints that kill most first games.
Words used in this step Verb · Loop · Save system · Art pipeline · Sprite sheet
- Verb
- The one action the player takes, such as pressing a key or clicking. Everything else in the game happens because of it.
- Loop
- The cycle a player repeats. They do the action, something changes, and that change gives them a reason to do it again.
- Save system
- The part of a game that remembers progress between visits. It needs storage and breaks in dull ways, so a first game leaves it out.
- Art pipeline
- The chain of tools and steps for drawing pictures and animation and getting them into a game. Plain shapes skip all of it.
- Sprite sheet
- One image holding every drawing of a character, which the game cuts up and flicks through to show movement.
You believe the idea is the hard part, and that belief is what eats the weekend. The idea arrives as a world rather than a game, with a map, characters with backstories, and an economy. It gets a name and a logo. The weekend goes on the document, and the document cannot be played by anyone.
Naming it first is the same failure wearing better clothes. It feels like work and it produces a file nobody can open. The name is the last decision, not the first.
I build most things with AI doing the construction. A browser tycoon game called Food Truck Park Tycoon shipped out of the small studio I run, and it plays in a browser.
Starting from the world
- A map, characters with backstories and an economy
- A name and a logo before anything moves
- A second idea added because typing it costs nothing
- A document that nobody can play
Starting from the verb
- One screen, already running when the player lands
- One action the player repeats
- One sentence that says why they do it again
- Three refused ideas written under NOT IN IT
The rules
One screen. No title card, no menu, no settings panel, no second scene, so the player lands and the game is already happening. Every screen you add is a transition to build, a state to track and a place for the thing to break. You will not be looking.
One verb. Click, drag, press one key, type one word. Everything else is a consequence of that one action. Two verbs is not twice the work but the work squared, because now you have to decide what happens when they collide.
One loop, and it fits in one sentence. Say what the player does and why they do it again, in one sentence. If you cannot, you do not have a game yet. You have a setting.
No multiplayer. Not two players on one keyboard, not a leaderboard, not a share code. The moment a second person is in the design you have a server, an identity problem and a cheating problem. None of them is the game.
No save system. The game starts fresh every time it is opened. Saving means storage, versions, corrupted states and a whole afternoon on the part of the product that nobody enjoys building and nobody notices working.
No art pipeline. Rectangles, circles, text, four colours. Not a sprite sheet, not an animation tool, not a font you downloaded, not a friend who said he would do the art next week.
Do it now
Write five things you know far too much about. Your job, a hobby, a grievance, a thing you explain to people at parties until they leave. Be specific. Not "football", but the fortnight of the transfer window.
Turn each one into a verb by finding the single physical action inside it. Pricing becomes set a price, a queue becomes serve the next person, and a rota becomes place someone in a slot.
Take each verb through the six rules above. Most will die at the second rule, and that is the rule doing its job rather than the idea being poor.
Then write the brief. Exactly this, nothing more:
GAME: <ten words, no name yet>
THE VERB: <the one thing the player does>
THE LOOP: <one sentence: they do X, Y happens, so they do X again>
IT ENDS: <the condition that stops the game>
IT LOOKS: <four colours and what each one means>
NOT IN IT: <three things you are refusing to build>
That last line is the one people skip. Fill it in. Writing down what you are refusing is the only thing that stops you building it at two in the morning.
A worked example
Say you teach geography at a secondary school. You have two free weekends and you have never made a game. Your list of five turned up cliffs, rivers, the exam timetable, the staffroom rota and fieldwork in the rain.
Cliffs gave you the verb. A walker on a cliff path steps aside as a rock comes down. One key does it.
Worked example
A geography teacher's first game
Two free weekends, no coding, and one key to press.
GAME: Dodge falling rocks on a cliff path by switching lanes THE VERB: Press space to step into the other lane THE LOOP: They step aside, the rock misses and the next one falls faster, so they step again IT ENDS: A rock hits the walker IT LOOKS: grey = cliff, brown = rock, yellow = walker, white = score NOT IN IT: real cliff names and maps, an erosion quiz between rounds, a class leaderboard
What to notice
The erosion quiz arrived halfway through writing, and it was a good idea. It went under NOT IN IT. The loop sentence still reads aloud in under ten seconds.
No name yet. That comes last.
The failure you will hit
The idea will get better while you are writing it. It always does. A twist will arrive. A second mechanic will appear, it will be genuinely good, and you will add it because typing it costs you nothing at that moment.
It costs the weekend. Put it under NOT IN IT and carry on, because the good ideas you refused are the only reason anything ever ships.
Not for you if
You want to build the game you have been describing to people for three years. That one is too big for a weekend and this step will only annoy you.
Step two turns the idea into a loop before anything gets drawn. The Vault is the paid library for anything further.
Done means
Read your loop sentence out loud to another person in under ten seconds, then stop talking. They repeat the verb back to you correctly, without asking for more. If you had to add a second sentence to make it land, the idea is still too big. Cut it and read it again.
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This step files under Design & Creative in the Vault.
Open Design & Creative
Working with a team
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Step 2, Describe the loop before you describe the art
What this step installs
When you finish this step you will have a one-page spec with real numbers in it, specific enough that a model can build from it without asking you anything.
30 minutes
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