3 Gamedev Ideas (February 10, 2020)


I talked about trying new content and formats last week. 

Those will probably be posted directly on the website as articles when they’re done. 

But for now, I’ll continue this newsletter as is.

Here are this week’s ideas!

3 Gamedev Ideas


When presenting your game to players, be very careful about which other game you compare it to.

If you’re making a tiny roguelite and tell them “it’s influenced by Dead Cells”, they’ll start with very high expectations. 

They’ll probably end up disappointed when they find out it’s not as good as Dead Cells.

Some of them might even get offended that you’re comparing it to a game they love.


Basic issues will become more and more invisible to you the longer you work on your game. 

That’s why you need to constantly have new players giving you feedback.


Players care about how a game make them feel and not so much about technicalities.

Your game might have 300 items, a dozen of worlds and hours of gameplay. 

But it might still be less appealing and less successful than a 15mn game with no content but perfect character control.

Most people will only play your game for a few dozen minutes before deciding whether they like it or not anyway.

Until next week,

Thomas Gervraud,
Developer of Space Gladiators: Escaping Tartarus