MDA framework
- Mechanics → Entities, actions, and rules (what you (i.e. entities) can do)
- Dynamics → Player behavior & system response (what happens)
- Aesthetics → Feelings & experiences (how it feels)
One-Page Game Design Template Items
- Description — One sentence “elevator pitch.”
- Game Layout Sketch — A rough sketch of what the game looks like.
- Experience — Three short things we want the player to experience (player-promises). (Aesthetics)
- Nouns (Entities) — six or less key “Things” (player, enemy types, obstacles, etc). (Mechanics)
- Verbs (Actions) — five or less core “Actions” (move, dash, shoot, interact, etc). (Mechanics)
- Core Loop — “Do → Earn → Unlock → So that …”. (Dynamics, caused by Mechanics)
- Win/Lose — Win + Fail conditions. (Mechanics)
- Session length target (e.g., 60–90 s). (Dynamic/Aesthetic outcome)
- Tuning — Five or less named knobs with safe ranges to tune gameplay. (Mechanics (parameters) → Dynamics)
- Progression — How the game progresses (across levels, for example). (Mechanics → Dynamics)
- Success checks — Two to three measurable tests. (Valildate Aesthetics)
A minimal process you can run
- Write a one-page design.
- Greybox prototype in quick time (no art): test control feel plus core-loop.
- Vertical slice: A playable version of final-quality gameplay proving a success criteria.
- Content/Challenge ramp-up: build three levels; add visual polish.
- External playtests every 1–2 weeks; cut features that don’t impact success criteria.
- Lock content, focus on stability, performance, bugs, and, onboarding.
One-Page Game Design — Example for “Hunted”
1) Description (Elevator Pitch)
- In one sentence: Minute-long arcade dodger: weave through bouncing hunters and survive 60 seconds.
- Genre/Subgenre: Action → Arcade → Avoider (time-survival)
- Platform: Desktop (Kojo/Scala)
2) Experience
- I win by mastering dodge control.
- I can read danger — hunter bounces are predictable and fair.
- I can finish a satisfying run in about a minute, with instant retries.
3) Nouns (Entities) (≤ 6)
| Name | Role (threat/ally/object) | Readability notes (shape/color/size) |
|---|---|---|
| Player (square 40×40) | Self/agent | Yellow fill, black outline; clear 40×40 hitbox |
| Hunter (square 40×40) | Threat | Light-blue fill; constant velocity; bounces on walls |
| Stage Border | Obstacle / Lose on contact | Dark green background; high-contrast edges |
| Timer UI | Goal/feedback | Visible countdown to 60 s; centered or top-left |
| Arena obstacles (Pillars) | Object (optional later) | Static pillars create bounce lanes (readable shapes) |
4) Verbs / Actions (≤ 5)
- Primary verbs: Move, Weave
- Inputs: Arrow keys (Up/Down/Left/Right)
5) Core Loop (one line)
Do precise dodges → earn survival seconds → so that you can survive till the end and win.
6) Win / Lose Conditions
- Win: Survive 60 s.
- Lose: Collide with a hunter or the stage border.
- Session target: 60s run; time-to-retry < 2 s.
7) Tuning (knobs you can change)
| Knob | What it changes | Default | Safe range |
|---|---|---|---|
nh (hunterCount) |
Crowd pressure: number of hunters on screen | 5 | 3–8 |
hunterSpeedMax |
Peak threat speed / late-run chaos | 200 | 120–240 |
hunterSpeedMin |
Baseline pressure / early-run pace | 50 | 30–120 |
playerSpeed |
Control headroom and escape ability | 200 | 160–240 |
survivalWinTime |
Run length target | 60 | 45–90 |
Tip: Change one knob at a time. Predict → Play → Observe → Explain.
8) Progression (short / mid / long)
- Enhancement ideas
9) Success Checks (make it testable)
- First-win target: <= 5 tries (novice).
- Fairness/readability: No unfair deaths.
- Pace: median run 40s; time-to-retry < 2 s
Copyright © 2010–2025 Kogics Foundation. Licensed as per Terms of Use.