Edition | Game Design: Theory & Practice 2nd

: A concise summary of what the feature is and how it feels.

: Observe unbiased players to see if the feature meets expectations. Example: "The Magnet-Grapple" (Atomic Sam Style) Game Design: Theory & Practice 2nd Edition

: Write a brief technical and design description. : A concise summary of what the feature is and how it feels

: Sam fires a magnetic tether. It only sticks to metallic "Retro-Tech" surfaces. While tethered, Sam’s momentum is preserved, allowing for wide swings. Sam’s momentum is preserved

: Add the actual mechanics (combat, puzzles, etc.).

Before writing a single line of code, define the of the game. This is a single paragraph that serves as the "litmus test" for every feature. If a feature doesn't directly support this focus, it should be cut or revised.