Chapter 22 of 26 · Core mechanics and loops
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1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start1 The bottom line
Depth comes from letting a few simple verbs change meaning through timing, holds and chains, not from adding buttons. Each variation must be a real trade-off, or players have no decision to make.
2 Key takeaways
- Get more out of the verbs you already have. Depth is combination, timing and positioning, while new unlocks are only breadth.
- Bayonetta has only punch and kick, but button order and pauses create new attacks Mark Brown, Game Maker's Toolkit2:07.
- Mario's jump in 3D World changes length, height, angle and landing zone Mark Brown, Game Maker's Toolkit0:54.
- Offer a press, hold or timing choice only when each side has its own trade-off. If one option is strictly better, there is nothing to decide.
- In Owlboy, holding fires slower than hammering the button, so players are simply penalised for holding Mark Brown, Game Maker's Toolkit0:14.
- Let moves chain so players choose which move to use and when. The choice of sequence is where expression lives.
- Tony Hawk's adds the revert and the manual, two actions built to keep a combo alive between skatepark pieces Mark Brown, Game Maker's Toolkit1:15.
- Reward risky timing, and keep it optional. Experts get a higher ceiling and newcomers are never blocked.
- In Rollerdrome, a perfect dodge plus reflex mode triggers super reflex, which turns the dodge from a defensive move into an offensive one Mark Brown, with Paul Rabbitte and Drew, Roll76:02.
- You almost never need Mario's advanced moves to finish a game Mark Brown, Game Maker's Toolkit9:11.
- Attach a cost to every option. Costs make players weigh a choice instead of pressing a random button.
- In Dark Souls, stamina restores more slowly while the shield is raised, so players dart between the stamina bar and the incoming enemy Mark Brown, Game Maker's Toolkit4:20.
It's about knowing which move to use, and when.
Mark Brown, Game Maker's Toolkit
2.1 Start with one verb that can mean many things
A single action becomes rich when speed, direction and combination change what it does.
- Let one action produce many outcomes depending on how it is performed Mark Brown, Game Maker's Toolkit0:54.
- Shape the action with timing, holding, direction or combination, so choices come from the most basic interaction.
- Donkey Kong's fixed jump animation is the contrast, since it has one outcome.
- Mario's jump is a toolbox of long jump, triple jump, wall jump, ground pound jump, somersaults and dive Mark Brown, Game Maker's Toolkit4:49.
- Make the verb depend on how the player was moving Mark Brown, Game Maker's Toolkit7:51.
- Mario's jump angle and distance depend on his direction and speed before the press, so a huge gap needs a run-up.
- Donkey Kong's left and right jumps could be dedicated arcade buttons, while Mario's nuance needs analogue input.
- In Yakuza 0, the punch needs Kazuma to move next to an enemy.
- Build combined moves from verbs, not from arbitrary buttons Mark Brown, Game Maker's Toolkit9:01.
- Crouch plus jump gives a backflip, a running crouch gives a long jump, and a mid-air crouch gives a ground-pound.
- Players can guess what a combination will do, because it feels like the natural result of the verbs.
- The trap is squeezing in another action by pressing two unrelated buttons.
- Carry a deep move list on few buttons using holds, directions and context Mark Brown, Game Maker's Toolkit6:19.
- In Devil May Cry, one attack button gives an uppercut when you hold back and a stinger when you hold forward.
- Yakuza has environmental finishers and Dark Souls has the backstab.
2.2 Add timing windows to holds and presses
The longer you hold, the bigger the payoff and risk
A window turns a button into a bet on how long to wait or when to act.
- Make a held button trade immediate effect against a bigger delayed one Mark Brown, Game Maker's Toolkit0:37.
- Tap for a weak instant effect and hold for a stronger one, as Mega Man X does with its pellet and charged blast.
- The player risks being hit during the charge.
- The armour upgrade extends the charge further.
- Let players push an invisible timer Mark Brown, Game Maker's Toolkit0:15.
- A cooked grenade can be thrown at once, or held so it detonates in mid-air, on impact or in the player's own hand.
- In MotorStorm, holding boost too long makes the car explode, so players release to cool the engine and nurse the button all race Mark Brown, Game Maker's Toolkit4:49.
- Reward a second press inside a window Mark Brown, Game Maker's Toolkit0:43.
- Gears of War turns reload into a timed press on a bar that boosts the next shots.
- Ms. 'Splosion Man adds several mid-air jumps for manic thrills.
- Pay off a tight window with a flash, a sound and a big result Mark Brown, Game Maker's Toolkit2:42.
- In God of War (2018), a weakspot hit makes the axe flash mid-air, and recalling at that moment makes the next attack explode with frost damage.
- Thumper's perfect turns and counter attacks work the same way.
- Make the player trigger the return so timing becomes tactics Mark Brown, Game Maker's Toolkit3:30.
- Leave the axe in an enemy to freeze it, or throw it behind a shielded foe and recall it into the exposed back.
- An automatic return would remove all of these choices.
- Hand control back soon after a move locks the player in Mark Brown, with Maddy Thorson and Noel Berry, Celeste7:25.
- Celeste's dash fixes direction at max speed for only the first 0.15 seconds, then slows Madeline.
- Players can cancel the momentum to avoid flinging into spikes.
2.3 Price every option
A heavier hit costs more than twice the wind-up
Light attack14 frames
Heavy attack36 frames
Choices only matter when each move has a niche and a cost.
- Treat wind-up and recovery as balance numbers Mark Brown, Game Maker's Toolkit3:07.
- The wind-up mostly sets attack speed, and the player is vulnerable during it.
- King Dedede's slow hammer swing and Zero Suit Samus's instant jab show timing conveying strength and risk, with frame data left tweakable for later balance Mark Brown, Super Smash Bros.18:07.
- Transformers Devastation's light attack lands in 14 frames and the heavy takes 36.
- The Black Knight Greatsword in Dark Souls has almost two seconds of anticipation.
- Give every move a niche and a matching disadvantage Mark Brown, Game Maker's Toolkit2:00.
- A strong attack is slow, and a wide sweep does little damage. Other moves leave you vulnerable, cost a resource or sit on a cooldown.
- Keep overlap minimal, like a shotgun, sniper rifle and assault rifle Mark Brown, Game Maker's Toolkit5:34.
- Make block and dodge cost and offer different things Mark Brown, Game Maker's Toolkit7:54.
- In Dark Souls, block is easy and negates damage but drains stamina and can be broken.
- The roll avoids everything but needs timing, costs stamina, leaves recovery vulnerability and moves you.
- Use a heating resource to force tempo shifts Mark Brown, Game Maker's Toolkit3:25.
- Vanquish's suit overheats when you rocket slide or use AR mode, so you must plan a retreat after dealing damage.
- Cover becomes a brief respite, and players stop brute forcing.
- Give an ability two things to think about, and require positioning for the strongest ones Mark Brown, Ori and the Blind Forest2:58.
- When Ori bashes off a projectile, the bullet goes one way and Ori the opposite way, so a careless bash can ping Ori into spikes.
- Bash is not instantly accessible like a double jump, since you must manoeuvre into the right spot Mark Brown, Ori and the Blind Forest2:11.
2.4 Chain moves into routes
Chained moves turn a gap into the player's route
When moves link, players choose a sequence, and the route becomes their own.
- Let moves chain so the fun is knowing which to use and when Mark Brown, Game Maker's Toolkit1:15.
- Super Mario Odyssey offers tall, long, fast and last-minute-save jumps.
- Jump, dive and hat throw chain together to bound between rooftops in New Donk City.
- Long jump, throw, then dive onto the hat covers an enormous distance, and players pick a safe route or a stylish fast one Mark Brown, Game Maker's Toolkit4:49.
- Chain different verbs into new moves with a timing window Mark Brown, Game Maker's Toolkit6:06.
- In Psychonauts, attacking right after a jump unleashes the palm bomb.
- Plague Knight reuses Shovel Knight's layouts, so the fun comes from the complexity of the character, not of the environment Mark Brown, with Sean Velasco and David D'Angelo, Yacht Club Games4:06.
- Make momentum the goal, so unbroken chains are rewarded Mark Brown, Game Maker's Toolkit3:49.
- Titanfall 2's pilot runs at only 22 km/h, but wall-running, wall leaps and sliding boost it temporarily.
- The best players keep chaining, using the grapple and a slide-hop on landing.
- Momentum carries a built-in skill check, since the faster you move, the harder the game is to control.
- Mix building blocks from a table of movement elements Mark Brown, Game Maker's Toolkit6:29.
- The elements are chaining, environment, timing, momentum, trajectory and physics.
- Just Cause 3 hooks onto the environment, builds momentum as the rope retracts, then chains into a parachute and a wingsuit with an odd trajectory to read.
- Alternate axes of movement inside a chain Mark Brown, with Sean Velasco and David D'Angelo, Yacht Club Games12:10.
- King Knight's bash sends him into a pirouette, and landing on something during it restores the bash.
- The bash is high commitment, because a miss can be disastrous.
- Offer a slow safe route and a fast risky one
Mark Brown, Game Maker's Toolkit7:27.
- Reward the hard road with a sense of accomplishment when the player nails the tricky moves and timed presses.
- Rise of the Tomb Raider often prescribes one linear route through a room, which this approach avoids.
2.5 Reward mastery without requiring it
Put the higher ceiling inside the same verbs, and let experts reach for it.
- Reward risk with a bonus on an existing mechanic Mark Brown, with Paul Rabbitte and Drew, Roll77:23.
- Roll7 found in prototyping that well-timed dodges could clip through enemies unharmed, so they built that into the perfect dodge.
- Inspired by Bayonetta's witch time, they boosted reflex as the reward, which was the easiest way to do it.
- Super reflex asks for no new combos or buttons, only riskier timing Mark Brown, with Paul Rabbitte and Drew, Roll76:50.
- Offer expert moves with a reward the easy route lacks Chris McEntee, Ori and the Will of the Wisps (Moon Studios)3:46.
- In Ori, aiming a dash out of sand and into another sand zone is a harder move, so a reward can sit up there.
- In Assassin's Creed 2, Ezio can reach out mid jump to snatch ledges and ropes, which beginners can ignore
Mark Brown, Game Maker's Toolkit4:41. - Advanced Mario moves serve pro players who want to express themselves, find secrets or cut their time Mark Brown, Game Maker's Toolkit9:11.
- Let masters discover techniques the tutorial never taught Mark Brown, Game Maker's Toolkit3:57.
- These are not new features, only knowledge, timing and dexterity applied to what was already there.
- Bayonetta's dodge offset keeps a score streak alive mid-combo, and Vanquish's boost-dodge cancels a rocket slide for huge distance without overheating.
- Vanquish's weapon-switch reload tricks and Call of Duty's sprint reload cancel feel like strategy, and developers have never removed them Mark Brown, Game Maker's Toolkit4:32.
- Use main-game challenges to push players toward combining tools Mark Brown, Game Maker's Toolkit5:02.
- In Vanquish, enemies with weak points on their backs require rocket sliding, slow-mo and retreat.
- You shoot rockets out of the air in AR mode and slide under giant bosses' legs.
- Check that optional skill content really has depth Mark Brown, Marvel's Spider-Man12:27.
- Spider-Man's side challenges expose finicky physics, and its web-swinging skill ceiling is low next to other traversal games.
- Celeste's advanced techniques work well because they fit the level design, and some are taught in the game Mark Brown, with Maddy Thorson and Noel Berry, Celeste13:01.
2.6 Where designers disagree
Some depth tools fit only certain games, and some can swallow the rest of the system.
- Free cancelling or committed moves Mark Brown, Game Maker's Toolkit3:42.
- With no cancelling, every move is a commitment, as in Dark Souls, where you cannot dodge, block or attack mid-swing.
- With free cancelling, play is fluid, as in Bayonetta, but enemies can be more aggressive.
- Cancelling does not automatically make a game easier.
- Parries feel great but can turn combat into a waiting game Mark Brown, Game Maker's Toolkit8:43.
- Tighten the window, punish a miss, limit the count, or make a parry stun rather than kill.
- Nioh has a tough window, Breath of the Wild punishes a mistimed dodge, and Bloodborne uses limited quicksilver bullets.
- Early Assassin's Creed lets you stand and counter one enemy after another.
- Stop players from stun-locking enemies Mark Brown, Game Maker's Toolkit10:18.
- Poise, stamina limits, several attackers or uninterruptible attacks force a back and forth between offence and defence.
- Dark Souls calls it poise, and fighting games call it super armour.
- Hold-to-modify and manual aim suit some games more than others Mark Brown, Game Maker's Toolkit7:04.
- Holding aim to shoot accurately at the cost of movement trades accuracy for mobility, but it does not suit every game.
- Wrecking Ball has no aim assist, so the player must be precise about speed, position and angle Mark Brown, Marvel's Spider-Man8:17.
- Tap-and-hold throwing in Mind Over Magnet is hard to support on both mouse and controller stick, because they are similar but not identical Mark Brown, Mind Over Magnet7:14.
← Previous lessonHow to give each mechanic several jobsNext lesson →How to use feedback loops to keep games balanced
Sources
Part of Core mechanics and loops in the growth library.