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How to make death and retries painless

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Chapter 23 of 26 · Challenge, difficulty and feel
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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 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 failed attempt cheap to restart and cheap to learn from, and put any real risk in a choice the player makes. Quick retries keep players experimenting, while long replays and harsh penalties make them quit or reload.

2 Key takeaways

It's fun to die because then you feel like I'm challenged and you get that stress, but it's not fun to redo it.

Mark Brown and Oliver Granlund, It Takes Two (Hazelight), Game Maker's Toolkit

2.1 Decide what lives and Game Over are for

Keep a lives system only if it does a job, and set the cost of a Game Over on purpose.

2.2 Place checkpoints by what a failure costs

Longer levels need more checkpoints to keep failures cheap
Tropical Freeze adds checkpoints to its longer stages so that a death costs about as much progress as it does in a short Mario level.

Set the gap between saves by how long and complex the section is, and widen it only on purpose.

  • Shrink the gap between permanent saves. Mark Brown, Game Maker's Toolkit1:40
    • A lives system is defined by permanent saves, temporary checkpoints and a retry count.
    • Do not send players far back after a Game Over, especially new players Mark Brown, Game Maker's Toolkit3:03.
    • Donkey Kong went from saving at the very beginning, to save points in the world, to the start of every level.
    • Sonic Mania only has permanent checkpoints at the start of each zone, and USgamer called its lives system obnoxious and infuriating Mark Brown, Game Maker's Toolkit3:03.
  • Add checkpoints as levels get longer and more complex. Mark Brown, Game Maker's Toolkit10:16
    • Levels that weave several mechanics together need more recovery points so failure does not cost too much progress.
    • The tradeoff in Tropical Freeze is fewer levels overall.
  • Restart players at the last door, not the entrance. Mark Brown, Game Maker's Toolkit9:12
    • Twilight Princess does this, which removes the need for the warp pots that helped in The Wind Waker.
    • Combined with easy bosses, it makes the game very forgiving.
  • Thin the checkpoints later in the game, deliberately. Mark Brown, Game Maker's Toolkit17:14
    • From is generous with bonfires early and makes players wait longer as they go deeper.
    • New Londo Ruins has no bonfire, and Sen's Fortress has one at the very top, which makes the ordeal more perilous and tense.
    • With no checkpoints in the Ginso Tree escape, a success is about a minute of unbroken real gameplay Mark Brown, Game Maker's Toolkit6:30.

2.3 Make the retry itself fast

Between a failure and the next attempt there should be no waiting and no replaying of beaten content.

2.4 Keep the penalty light and the progress safe

A death should leave the player with something to use, not something to mourn.

2.5 Let players choose the risk

Let players decide how much safety to buy
JusantOriShovel Knight
CheckpointPitons you placeMade anywhereFixed in level
CostCarry only threeSpends currencyKeep it intact
Trade-offFall to last pitonLess to spendBreak it for gems
RiskLose climb aboveWasted currencySent back further
Each game attaches a price to safety, so the player sets the stakes of the next attempt.

A risk the player picks keeps retries painless, because they set how much safety they want.

  • Make the player decide where to save. Mark Brown, Game Maker's Toolkit7:08
    • Give a limited number of placeable checkpoints. Jusant's pitons catch a fall at the most recent one, and you carry only three.
    • In Ori and the Blind Forest you spend currency to make your own checkpoints Mark Brown, Game Maker's Toolkit6:26.
  • Attach a cost or a reward to using a checkpoint. Mark Brown, Game Maker's Toolkit6:26
    • Shovel Knight checkpoints can be destroyed for gems, but you go back further if you die Mark Brown, Game Maker's Toolkit4:09.
    • In Panzer Paladin, activating a checkpoint costs a weapon.
  • Scale the loss with what the player carries. Mark Brown, Game Maker's Toolkit11:01
    • A big stash should feel dangerous to carry. In Dark Souls, dying drops all your souls at your death spot, and they are gone if you die on the way back Mark Brown, Game Maker's Toolkit1:07:48.
    • In Death Stranding, each extra package raises the payout and the chance of tumbling and destroying cargo.
    • Elden Ring's later levels need many more runes, so exploring while loaded grows more tense.
  • Check that the stakes are real before you rely on them. Mark Brown, Game Maker's Toolkit2:47
    • Ravio's rentals vanish when you die, which should make you think hard about spending rupees. It only works if the economy is tight.
    • In A Link Between Worlds rupees are everywhere, so you can rent everything anyway.
    • Watch Dogs: Legion has permanent death, but it is so easy that characters are rarely taken out of rotation Mark Brown, Game Maker's Toolkit9:33.

2.6 Keep players playing through mistakes

Players will reload away any setback they can, so build the game so that playing on is the better choice.

2.7 Where designers disagree

Some tools add tension and some add speed, so match each one to what your game wants players to do.


Sources

Part of Challenge, difficulty and feel in the growth library.