1. While doing my platformer game, I realise that the game isnt fun. It was fun when I was thinking it but on actual game its just boring. Right now I cant design anything that is fun at all.
2. Say for example, if I want to design a puzzle game, do the designer anticipate every move a player can do?
3. Do the designer have to know every posible solution on the puzzle?
4. For a platformer, does every placing of platform means something?
5. or does the designer randomly place such things?
6. How do you design a fun and engaging game yet the mechanics are simple? As a designer how can you limit your game in your desired scope yet make it fun?
7. How to make the game move from easy to hard for example level 1 is easy yet still fun to play until level 20 hard, challenging and fun.
8. I guess this is the hardest part of game development. Its making the game fun.
9. I dont have anyone to play test my game not because I dont have friend but because most of them doesnt even enjoy playing computer games.
10. And im pretty sure if you are the one developing your game you dont find it fun. Same like when you are drawing something you think its not good
1. Don't kick yourself like that. Don't exaggerate so much. You took one small failure and horriblized it to "I am such a failure." That's no way to live life.
2. You should try to anticipate those moves, yes. But people will surprise you.
3. You should know every correct solution, so you don't unfairly prevent a player from completing the puzzle.
4. Yes. There should be a reason for placing each platform. Put some thought into the player's experience. Some platforms should be easy to reach, some platforms could serve to mislead the player (not lead the player to the goal), and platforms that lead to bonus items should be harder to reach but attainable. It's called "level design."
5. No, random placement shows that the designer is not putting work into the design, and is not being considerate of the player or the player's enjoyment.
6. Most beginner designers are guilty of the opposite of simple - adding unnecessary complications. Simple is best. Imagine players playing it. Play it yourself.
7. Layer on the difficulty while making the goal attainable.
8. Yes, and this is why a professional team is very picky about who they trust to design the game.
9. You shouldn't use friends as playtesters anyway. You should recruit strangers to playtest your game.
10. Not true. Not all artists think all their work sucks. Not all musicians think all their original music sucks. One of the greatest joys for a game designer is to get the chance to play his or her design for the first time, to discover what works and doesn't from his/her perspective.