I’ve released two indie games in the last year: “Drew and the Floating Labyrinth” and “Unfinished – An Artist’s Lament.” I’ve taken (and helped teach) University classes in game design. I have a large collection of games, some played and some not, but am familiar with their advances and can point out good and bad elements in each. All together, I think I have a good understanding of good practices in game design and making a fun and/or meaningful experience.
However, understanding is different from doing. While some players do appreciate my games, they have many flaws that have been pointed out. The gravity of these flaws on the overall experience would be lost on me had I not released my games to the public and received feedback. So in this post, I’ll go over some of the lessons I’ve learned in how NOT to do game design, using my games as examples. I hope this will be useful to me in the future, and I hope it provides insight to new indies and students as they build their first games.