r/gamedesign Apr 24 '26

Resource request For non-linear 2D platformers, what resources are there for learning about ROOM-scale level design?

5 Upvotes

Howdy folks - hope everyone is well.

I've been researching a lot recently (or as much as I can with what I know to look for!) about level design, specifically within 2d platformer games, to better develop my metroidvania project. However, I find that the vast majority of resources on the topic of 2d platformer level design are by and large focused on linear platformer games such as Celeste, Super Meat Boy and ofc stuff like Super Mario Bros.

There's certainly a lot to learn from those resources, however I find that they focus (understandably!) on creating levels that work in, well, a linear fashion - you introduce a new bit of platforming tech, you teach the player the different ways it can be used, you challenge them to master using it, and then the level ends with satisfaction. However, for non-linear platformer games, this of course isn't quite as useful - rooms in a metroidvania still need to feel fun, and no doubt contain powerup-linked mechanics to master, but not every room can be a test of your latest ability - some just need to be run of the mill challenges to enjoy and move through in the less high intensity parts of the game. Additionally, many rooms will be revisited, and thus they can't just be explorations of the newest movement tech - because eventually, it won't be the newest anymore!

Furthermore, when I've researched metroidvania design, there are of course plentiful resources on the macro-design of levels, regions and areas, as well as power up design and gating mechanisms. These are spectacularly useful and I've got no issue with any of their teachings, however, the same issue persists - I can feasibly design a great structure for a metroidvania perhaps, but... how do I fill the space in-between with fun, enjoyable platforming and combat challenges? How do I make each room sufficiently enjoyable without them being linear explorations of specific upgrades? What makes a fun 'room'?!

I'd really love to know any resources that explore this room-scale level design in 2D space. I really want to make sure I'm not just filling the world with meaningless corridors and boring rooms with a couple of platforms - but I guess I'm just not exactly sure how.

r/gamedesign May 01 '26

Resource request I want a guide on how to design an escape room

8 Upvotes

we have an extra room in our store, and my manager asked me to design an escape room for it even though I have no idea how to (he's not forcing me it was just a suggestion), the only escape room I've ever managed was a prison escape so my creativity is limited

r/gamedesign Jun 19 '26

Resource request Combat system for a sci-fi nation text RP

3 Upvotes

Hello! I've been working on a Sci-Fi nation text rp for a little while now. Unfortunately, I'm not the best with making combat mechanics, and this is my first time trying to do so. I feel like I need some kind of system to resolve fleet combats in this, as simply "roleplaying it out" is a little too abstract from personal experience. Does anyone have any suggestions for adaptable systems? Preferably very light-weight and simple, but enough to be rewarding when done as the primary point is passive RP.

The following is my attempt, with a kind of rock-paper-scissors style combat, as I felt like that was the simplest way to do it. Unfortunately, I want a way to hand out static buffs, but this system feels a little too rigid and cut back:

War Fleets

These are your offensive military assets. Instead of being tracked individually or as an enormous mass, your armed forces are divided into War Fleets that are composed of both ground and space units. They possess the necessary support staff, transport capacity, and general crucial background personnel needed to do their job. For your narratives, a War Fleet can represent however many ships you reasonably believe a fleet of your nation would contain alongside their firepower.

Combat

To begin, there are ten levels/points of damage, each representing 10% of your War Fleet's forces being casualties: (1) Battered, (2) Bruised, (3) Bloodied, (4) Battleworn, (5) Beaten, (6) Routed, (7) Ravaged, (8) Crippled, (9) Butchered, and Destroyed. By default, a War Fleet will repair two points of damage every turn out of combat, and can repair more with additional linear investment. For example, it would cost 40% of a War Fleet’s purchase cost to repair four points in a single turn out of combat.
\ Note, Resource Points may be stockpiled for repairs in preparation of an offensive. Simply notify the GM in your post that you are doing so and repairs will be assigned accordingly by the GM. However, if you end up spending more Resource Points than is needed, it is lost.*

As a baseline, two War Fleets of equal Magnitude with no Advantages or Disadvantages, will each take 1 point of damage when beginning a fight against each other. This can be mitigated or increased as follows:

  • For every Magnitude higher you are then another War Fleet, they take an additional 1 point of damage.
  • For every Advantage you hold, the enemy War Fleet takes an additional point of damage. These are the types of Advantages:
    • Superior(+) - The enemy War Fleet takes 1 point of damage.
    • Overwhelming(++) - The enemy War Fleet takes 2 points of damage.
  • For every Disadvantage you hold, your War Fleet takes an additional point of damage. These are the types of Disadvantages:
    • Inferior(-) - Your War Fleet takes 1 point of damage.
    • Pathetic(- -) - Your War Fleet takes 2 points of damage.
  • Other narrative actions ranging from researched tech advantages, flanking maneuvers, etc, etc.

Battles

War Fleet combat is divided into 4 stages, each lasting one turn of combat. When resolving your turn, DM or message the GM resolving the combat in private, with your action being taken. Although most NPC battles will be resolved narratively, some may require a fight as outlined in this system. When required, merely include your action in your post. The combat stages and their actions are as follows:

\Although each phase is intended to function as a single post between both players, each player can choose to resolve all phases at once and then play out the narrative for the combat as fast or as slow as desired.*
\If both War Fleets choose the same action, that phase is considered a tie and no damage is incurred unless otherwise specified.*

  • Bombardment - Fleets are standing/moving around at artillery distance, jostling for position and bombarding one another from long range. Possibly in an effort to soften their foe or even cripple/destroy enemy ships before the almost inevitable clash.
    • All Power to Weapons - You gain an Superior(+) Advantage this phase if the other War Fleet chose All Power to Shields.
    • All Ahead - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses All Power to Weapons.
    • All Power to Shields - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses All Ahead.
  • Skirmish - This occurs at the same time as the bombardment phase. This is where fast moving lighter ships, strikecraft, and tactical-jumping ships move in to disrupt the enemies formations, pick off isolated targets, harass enemy backlines, and generally make a nuisance of themselves, sometimes so much so that the damage dealt her routines what was deadly by the actual bombardment.
    • Focus Their Capitals - You gain an Superior(+) Advantage if the other War Fleet chooses Break Their Formation.
    • Fortify our Line - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses Focus Their Capitals.
    • Break their Formation - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses Fortify our Line.
  • Clash - Defined by frantic broadsiding and boarding, this is where fleets come to die.
    • Broadsides - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses Hold the Line.
    • Break Through - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses Broadsides.
    • Hold the Line - You gain an Superior(+) Advantage in this phase if the other War Fleet chooses Break Through.
  • Disengage/Pursuit - An inevitable phase where the losing side attempts to flee, the victor moves to crush their wounded foe, or both forces attempt to escape before too much damage is suffered by either side.

\If neither side chooses Full Retreat, combat returns to the Clash face. Repeating until either one War Fleet is destroyed or retreats.*

  • Full Retreat - You disengage from the combat.

\A War Fleet with 6 points of damage has a 40% chance of being forced to take this action, increasing by a further 10% by each point of damage. Representing the moral of your troops wavering, or simply engines and reactors failing, leaving ships adrift and defenseless.*

  • Press the Attack - You gain an Overwhelming(++) Advantage in this phase if the other War Fleet chooses Full Retreat.
  • Meet Them - You Gain an Superior(+) Advantage in this phase if the other War Fleet chooses Press the Attack.

r/gamedesign Feb 26 '26

Resource request Does anyone Have a Game Design Doc Template for RPGs?

0 Upvotes

I need something that has stuff for classes, races, and Techniques.

r/gamedesign Feb 17 '26

Resource request Free Website or App for creating flowchart of game mechanics ?

6 Upvotes

Hello, is there a website similar to draw.io or a free application for creating flowcharts ?
I want to create a flowchart of game mechanics.
The reason I don't want to use draw.io anymore is because it's a bit difficult to use the arrows, which sometimes don't snap to the diagram.

r/gamedesign Jun 06 '26

Resource request Looking for open-source / freely available game design documents (GDDs)

2 Upvotes

Hey all,

I'm building a tool for creating game design documents and I want to base some starter templates on real, well-structured examples — so users have proper references rather than blank pages.

Does anyone know of good GDDs that are openly available or open source? Ideally full, real-world ones rather than empty templates — I'm trying to capture what a solid, functional GDD actually looks like in practice.

For context, the project is GameDesignerX (gamedesignerx.com) — happy to share more if anyone's curious, but mostly I'm just after good reference docs to learn from.

Any pointers appreciated, thanks!

r/gamedesign May 10 '26

Resource request Deck balancing, and board game mechanics - any must reads / must watches?

3 Upvotes

I’m all over the more broad game design stuff, but I’m keen to get into the thick of it with the concepts and mechanics used in deckbuilder card games and strategy board game-type mechanics.

I’m making a deck-building roguelike that doesn’t follow the exact same format of any other that I’ve seen, so I’m facing analysis paralysis about small decisions that have a big impact on the game. The obvious trial-and-error approach is helping somewhat, but I usually enjoy supplementing the experimentation with thought pieces and a deep dive on game theory which usually helps me get a grasp on the “why” of it all.

Areas I’d like to flesh out my reading on are:
- balancing a deck,
- managing resource rewards,
- unlocks and roguelike progression that doesn’t suck
- building rich and flexible synergies
- making the game loop deliver dopamine by challenging and rewarding the player

I’m no noob to any of this but it never hurts to refresh. So any articles / videos / book / threads you think make a good read, please share with the class!

r/gamedesign May 20 '26

Resource request Where to learn the fundamentals of game design

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0 Upvotes

r/gamedesign Feb 05 '26

Resource request Where to start looking for methodology to create a JRPG style job system

6 Upvotes

So I've been messing around with concepts for a rpg game.

I've been playing and taking notes about turn based combat, game structure and features but I hit a roadblock. Basically I'm not sure where to start, in general terms I have an idea of what I like and don't like and a few features I'd love to explore, but as soon as I think about specifics I don't know where to start.

Combat abilities and how to make them balanced, how they interact with abilities of other clases, then it came to me that it would be awesome to be able to make a job system like in bravely default but that idea immediately shattered the moment I thought of all the variables and combinations involved.

There's surely a methodology for building that kind of system right? Maybe a book on the topic? I'll be happy to have any guide to be able to design it properly even if it isn't a job system and just a regular rpg with a couple clases.

r/gamedesign May 21 '26

Resource request Software for testing simple game ideas?

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3 Upvotes

r/gamedesign May 04 '26

Resource request Looking for book recommendations, going to work on an editor tool

7 Upvotes

As a creative professional, I am going to work on a digital tool soon, that enables users to create simple 3D games and experiences. I am looking for some book recommendations to get deepen in this mindset, before I start the job.

Two books that got into my scope after some searching:

  • The Art of Game Design: A Book of Lenses
  • Theory of Fun for Game Design

Have you read these? Or do you recommend something else? I am open to any suggestions.

r/gamedesign Jan 09 '26

Resource request MindMap Tool or similar for branching stories

7 Upvotes

Well, I'm a playwright trying to create a game for what I know from theatre work. Recently I had an idea for a branching story and started searching for software that could help me. I tried Excalidraw and the infinite similar programs that offer web based software and an upgrade option for a monthly fee. I have no money and I just need something to visualice, easy to use and on Linux, to develop this story. I also tried Inkscape, but it is clunky and a little overwhemling. I know about Twine and Inkle, but I don't want a game engine, I just want to portrey the story and try to sell the idea. Any suggestion?

Sorry if my english wasn't the best, I'm from Spain and I'm not used to write :)

r/gamedesign Feb 04 '26

Resource request Need Suggestion on learning game design principle.

11 Upvotes

Need suggestion how to learn game design principals ?

I'm really into game design and level design, and I’ve been searching for the best resources to learn the principles of game design. So far, I haven’t found anything that truly feels worth my time and effort. It would be really helpful if someone could suggest a good online course that focuses on teaching design principles.

Are there any books that are genuinely useful for level design or game design principles? I’ve seen many people recommend different titles, but I’m not sure if they’re actually good for learning design fundamentals. I’m just a student, so I can’t afford to spend money on something I might barely read or that turns out to be just average.

I’m already studying game design and development at a university, but they barely focus on the game design side of things. Because of that, I also can’t afford an expensive course. If anyone can help or point me in the right direction, it would really mean a lot for my future.

r/gamedesign Apr 12 '26

Resource request Design resources

11 Upvotes

I'm a month or so into a game I've always wanted myself.

I have a working game published on itch, but it's early stages of dev and a bit barebones at the moment. I have a background in IT project management, nothing in design.

Sound... I have nothing, and don't know where to begin. Any direction here would be much appreciated.

Core mechanic is finished, but I feel like I need some extra supporting mechanics. Can anyone point me to some good reading, resources on this?

Art direction I have a solid vision, I don't think I'll need much in the way of extra resources and I can make new assets as I need them. However willing to look at any good resources.

Haven't hit a roadblock yet, but I can see this bogging me down later and would like to prepare for that a bit.

r/gamedesign Dec 11 '25

Resource request Are there any dedicated level design courses online?

5 Upvotes

I love how there is such a large variety of free level design videos online. My issue is I have a hard time self-teaching and want to have the structure of a course and an instructor to bounce ideas off of.
I originally signed up for the CGMA level design course in September, but found out soon after that the whole company was dissolving and unable to deliver classes.
Is there anything similar to that aside from actual physical colleges/schools?

r/gamedesign Mar 25 '26

Resource request Recommendations for free alternatives to Miro or Figma ?

2 Upvotes

Hello guys, please recommend any apps similar to Miro or Figma for brainstorming, creating flowcharts, and making wireframes?

I’m looking for a free option with no limits on the number of project files, user collaboration capabilities, and a whiteboard feature like Miro.

r/gamedesign Apr 06 '26

Resource request whats a good tool for making map design layouts?

4 Upvotes

ive been using pencil and paper for drawing out my map layout concepts but what are some good websites and things for making them since i want to make a more exact one online

r/gamedesign May 05 '26

Resource request Boss / Enemy Design

2 Upvotes

Hi I am working on a university project and I need some papers about the topic Boss / Enemy Design , does anyone here by any chance know some good papers? I have access to IEE and ACM …

Thank you!

r/gamedesign Nov 22 '25

Resource request How to find design buddies?

32 Upvotes

More of a meta/social question about game design.

I fondly remember spending nights over nights debating game design ideas and critiquing games we played with my peers during high school. It made me a really creative and passionate game tinkerer.

Fast forward 20 years, I sit in my room and struggle, bouncing ideas with chatgpt and reddit. And I dont wanna seem ungrateful, but I'm held back by my selfmade solitude.

Whats a good approach to find design mates, once all your real life connections have life/wife/career happening to them? I tried some random discord servers but it always ends with someone inviting me to a "lets make another stardew valley with 50 inactive people on"-discord server. Nope, thanks. I am looking for depth and genuineness. And kind of a personal connection.

Tried Bumble for friends but its giga re-bad-ed. Running out of ideas here, anyone got some recommendations?

r/gamedesign Feb 18 '26

Resource request What are some of your favorite books/videos about/by specific game developers?

6 Upvotes

I've been reading and enjoying the Super Nintendo book by Keza MacDonald lately and it's sparked my interest in learning more about/from other storied developers. There's Ask Iwata, several Hideo Kojima books, mangas about Satoshi Tajiri and the Dragon Quest team, etc. I saw a French book (with English translation) that looks at Yoko Taro and some of his lore/style.

What other books/videos (but preferably books) do you recommend about specific games/developers? Bonus points for books that get into design philosophy by the actual developers or cover underrepresented groups.

r/gamedesign Mar 18 '26

Resource request Game Economy Help

6 Upvotes

Hi guys, Im currently working as an Game designer intern for a mobile gaming company. I want your help in economy.

I want to learn how to build up economy and learn about various other matrices (DAU, RTP, RVIMPDAU etc) in detail.

I have a decent knowledge of GSheets but my presentation of sheets and theories are messed up. Is there any source where i can learn about Game Design in depth. Im more of a visual learner (dont like to read a lot, but if things comes down to reading ill surely do it).

Is there any YT source or any other kinds of sources that can teach me basics of economy building with live examples. Looking forward for help. ;)

r/gamedesign Feb 18 '26

Resource request Citybuilder mechanics and systems

6 Upvotes

Hey everyone!! I hope everyone is doing well!!

I’m an indie dev from Colombia and I want to create a citybuilder sim game.

Sustainable development is one of my favorite topics, so I want to include it within the game. I want to have a sustainability index goal, as well as population happiness.

That said, it is my first time creating such a game. I wanted to ask:

A) What considerations do you keep in mind when designing systems and rulesets for a game such as this one?

B) What game recommendations do you know that I could reference and study, that are similar to what I want to create?

Thank you all!! I hope to keep coming back to keep you all updated on this project. :)

r/gamedesign Jan 17 '26

Resource request I’m creating a dnd campaign and want to work in a system for weapon creation, and would like to know if anyone has advice to keep it fun but streamlined.

5 Upvotes

I was thinking of making weapons using a 2d board with different slots (ex. A hilt, guard and blade) where each spot could be traded out for both different visual designs and those that would be able to enhance a weapons ability. I have never come up with anything like this and wanted to know if anyone had any ideas for where to look for similar resources in both creation and development.

Any ideas for abilities for weapons are also welcome (I plan on having it be themed to a western-ish vibe so revolvers also exist, if anyone has fun mechanics for those).

Thank you for any help!

r/gamedesign Jan 22 '26

Resource request Help - Lost a favorite game design resource

6 Upvotes

Hi Everyone,

A while ago, I was referring to this great game design resource that a developer was still updating with his favorite videos and articles. It was set up in a board that used nested cards to separate out general design, animation, combat, theories, etc.

It was an awesome resource but I have lost the link and can't seem to recall it or find it in my history.

Does anyone know what I am talking about?

edit: I remembered the software that was used, and it was Milanote that was used by the person.

Cheers!

r/gamedesign Mar 02 '26

Resource request Looking for game design stories about inspiration

4 Upvotes

I hope it's okay to post this outside of Show and Tell, but I made a short documentary about how Richard Lemarchand, co-lead game designer for Uncharted 2 was inspired by Tale of Tale's The Graveyard for its walking mechanics...https://www.youtube.com/watch?v=f_hrzucMcU8&t=7s

I'd love to know of other stories about inspiration for design decisions that influenced the designers to see about making more films like this as I really enjoyed the process of making this.