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How to make synergies feel powerful and earned

Shared by Caddie Library · Updated
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Chapter 22 of 26 · Core mechanics and loops
← The growth course
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 fit
2. 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 traffic
3. 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 tastes
4. 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 partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. 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 SEO
8. 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 loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. 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 tools
11. 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 company
12. 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 works
13. 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 business
14. 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 successor
15. 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 leverage
16. 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 writer
17. 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 lingers
18. 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 remember
19. 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 story
20. 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 reader
21. 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 on
22. 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 earned
23. 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 impact
24. 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 keys
25. 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 matter
26. 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 start

1 The bottom line

Make a few parts that point at each other, and let players find the combinations and set them up themselves. Small sets with deep combinations give many strategies for little learning, and the power feels earned.

2 Key takeaways

Ten combining cards beat twenty solo cards
10 combining cards10 parts to learn100 strategies
20 solo cards20 parts to learn20 strategies
Combinations multiply depth while the amount to learn stays small.
  • Keep the number of parts small and let combinations multiply the depth. Players learn few things but get many strategies.
  • Design each part to hint at its partners. A combo the player spots feels like their own idea.
  • Make the best synergies need setup. Preparation turns a lucky fit into a plan that lands.
  • Cap power and carried options so no single build replaces everything. Variety dies when one answer covers every problem.
  • Keep the pool fresh with random offers, pruning and restarts. Players adapt instead of repeating one solved build.

You weren’t simply given the tools to be powerful - you found them.

Mark Brown, Game Maker's Toolkit

2.1 Start with a small set of parts

Cut your parts until a player can hold them all in their head, because combinations will supply the depth.

  • Pare the toolset to the bare minimum. Nintendo did this with the Zonai devices in Tears of the Kingdom Mark Brown, Game Maker's Toolkit3:57.
    • Brainstorm widely first. Nintendo came up with dozens of ideas, such as fans, wheels, cannons and floating platforms, then cut the list.
    • The reason is decision paralysis. Fewer options keep players from freezing when they face the build.
  • When you merge two games, cut from both sides. Rollerdrome's first build took most skating features and most arena shooter mechanics, and it was an overwhelming mess Mark Brown, Game Maker's Toolkit3:16.
    • Chip away at both halves until the mix feels natural and can be learned.
    • Simplify each half, because players now juggle both at once. Rollerdrome automated forward movement, removed bailing and the grind balancing mini-game, and added a shared ammo pool, snappy auto-aim and reflex slow mo Mark Brown, Game Maker's Toolkit3:54.
    • Bailing works in Tony Hawk's because skating is all you think about, and dodging works in DOOM for the same reason Mark Brown, Game Maker's Toolkit3:54.
  • Let combinations carry the depth. Ten parts that combine beat twenty that stand alone Mark Brown, Game Maker's Toolkit4:22.
  • Hand parts over gradually. Slay the Spire gives cards one at a time during a run Mark Brown, Game Maker's Toolkit9:36.
    • This gives the thrill of synergies without the paralysis of a huge pool.
    • Mark finds the deck building of Magic and Hearthstone overwhelming, because he must choose from hundreds of cards at once.

2.2 Make parts point at each other

Write each part so its text or rule suggests a partner, and the player does the connecting.

  • Let a part's wording suggest its combo. Body Slam deals damage equal to your block Mark Brown, Game Maker's Toolkit1:16.
    • The player immediately thinks of Entrench, which doubles block, and Barricade, which stops block resetting.
    • Heavy Blade points at Inflame and Limit Break in the same way.
  • Write perks that react to what the player actually did. Word Play's first modifier boosted words whose first and last letters match Mark Brown, Game Maker's Toolkit9:10.
    • Such conditional perks push players to think about which words they spell, shaping strategy and balance.
    • That modifier was added in April and was key to the game's sense of strategy.
  • Give special pieces their own rules. Word Play adds golden, diamond, emerald, potion, dot, glass, mirror, exclamation mark and locked tiles Mark Brown, Game Maker's Toolkit6:17.
    • Each new tile type opens new combinations with perks.
    • The glass tile acts as a one-time copy of any other letter, and compound tiles let one tile play 'ING'.
  • Link two mechanics so one feeds the other. In Rollerdrome, tricks refill your ammo Mark Brown, Game Maker's Toolkit1:36.
    • The resource link makes two halves feel like one loop instead of two games bolted together.
    • Paul Rabbitte found it at the GMTK Game Jam 2017, with the theme Dual Purpose Design. In the final game, grabs and grinds refill ammo.
  • Chain effects so one part sets up another. In Dead Cells, a freeze grenade sets up a sword that deals double damage to frozen enemies Mark Brown, Game Maker's Toolkit8:36.
    • Weapons, traps and grenades apply freezing, burning or poison, and other weapons punish enemies with those effects.
    • Into the Breach pairs a unit that chains electric shock through adjacent targets with one that grapples enemies and pulls them together Mark Brown, Game Maker's Toolkit8:51.

2.3 Give each part a role that others need

When every part has a niche, players must combine and swap instead of leaning on one favourite.

  • Match each tool to a job. DOOM Eternal pairs weapons with enemy traits so players swap constantly Mark Brown, Game Maker's Toolkit5:36.
    • The rocket launcher suits the big slow Mancubus, and the shotgun suits close-range Whiplashes.
    • The ballista counters the flying Pain Elemental, and the plasma rifle breaks the Doom Hunter's shield.
    • Utility tools add more choices, such as freeze bombs against Prowlers and the blood punch against shields.
  • Make co-op partners need each other's abilities. Equally capable players drift off and meet only to revive Mark Brown, Game Maker's Toolkit2:11.
    • In Resident Evil: Revelations 2, Claire has firearms, while Moira has a stunning torch and a crowbar but no guns.
    • Chris and Sheva in Resident Evil 5 are near-identical, which is the contrast.
  • Split information so talking is the only way to play. In Keep Talking and Nobody Explodes, one player sees the bomb and the other holds the manual Mark Brown, Game Maker's Toolkit3:00.
    • The bomb player describes it, the manual player reads out the steps, and the first must listen and act.
  • Limit what players carry so roles must be balanced. Dead Space caps you at four guns Mark Brown, Game Maker's Toolkit4:30.
    • Each gun suits a different job, such as precision, crowd control, charged shots or raw damage, so you trade off before each fight.
    • The four are the plasma cutter, line gun, contact rifle and pulse rifle.

2.4 Make the payoff earned

Earned payoffs need planning on three nested scales
Slay the Spire asks for setup at every scale, so the big hit feels planned and not lucky.

Ask for setup, let players find the link, and make the burst big against a backdrop of small numbers.

  • Require setup before the big payoff. A synergy that comes together too easily is less fun than one needing preparation Mark Brown, Game Maker's Toolkit5:30.
    • Players enjoy plotting an absurdly unlikely sequence and then watching it land.
  • Layer the planning across turn, combat and run. Slay the Spire plans on all three scales Mark Brown, Game Maker's Toolkit5:44.
    • Per turn, play cards in the right order, such as making an enemy vulnerable before damaging it.
    • Per combat, spend turns building, such as boosting poison for several turns before a card triples it, or using Setup and Thinking Ahead to get combo cards into one hand.
    • Per run, choose cards, shop buys and relics.
  • Let players discover the combination rather than handing it over. Power the player finds feels earned Mark Brown, Game Maker's Toolkit3:50.
    • Players notice a link between two cards and assemble it, which can feel like beating the developer.
    • Most of the time the devs planned it all along, but the feeling of mastery is the point.
  • Keep ordinary turns small so the burst feels huge. When most turns deal small damage, a combinatorial attack feels thrilling by contrast Mark Brown, Game Maker's Toolkit3:35.
    • Mark's Silent deck used relics that boosted zero-cost cards, added random cards on exhaust, and kept his hand between turns. Storm of Steel then made nine upgraded shivs for 81 damage in one turn.

2.5 Stop one synergy from taking over

Cap the strongest builds, reward lean decks, vary what is offered and restart often.

  • Cap the power of anything players can build. Dead Space 3's crafting went too far Mark Brown, Game Maker's Toolkit2:38.
    • Players could craft a combined assault rifle and rocket launcher with acid bullets and boosted damage, reload and clip size.
    • It works with every bullet, so the system meant to show off Isaac's engineering deleted weapon variety. The upgraded plasma cutter in Dead Space 1 did something similar.
  • Reward removing and skipping parts. Junk cards and curses dilute the combo cards you want to draw Mark Brown, Game Maker's Toolkit6:50.
    • Slay the Spire lets you remove cards at shops and events, and treats skipping a reward as important as adding one.
  • Use random generation so players adapt. Players cannot pick perfect synergies from a list Mark Brown, Game Maker's Toolkit7:19.
    • They build around the cards and relics that show up early and find connections on the fly.
    • The hope that this run might produce a perfect synergy also drives compulsive replay.
  • Pair synergies with restarts. Synergies easily become optimal strategies that players repeat until the game gets boring Mark Brown, Game Maker's Toolkit8:03.
    • Constantly starting over, after death or after a win with a new character or higher difficulty, means one build does not ruin balance forever.
    • Mark's shiv deck fell to the Time Eater boss, and he has not seen that card and relic mix since.

2.6 Where designers disagree

Some of these tactics only fit certain products, and a few pull against each other.


Sources

Part of Core mechanics and loops in the growth library.