The bottom line
Building the dull behind-the-scenes systems and custom tools early makes a game far faster to build. Once they were in place, new puzzles came so easily that Mark nearly finished a new demo by accident.
Key takeaways
- Copying the same code into every level made the first prototype slow and rigid. 2:58
- Every level had its own copy of saving, loading, level transitions and the pause menu.
- That slowed testing, cluttered the hierarchy and made options hard to change or track between levels.
- Invisible managers that persist between levels keep game-wide logic apart from level design. 1:56
- An options manager is tagged "Don't Destroy On Load", so each new level can ask it for settings like magnet colour.
- Separate managers handle transitions, music, the HUD, the UI menus and progression.
- Driving the level structure from level file names makes the game easy to rebalance. 5:09
- A progression manager ticks off collected keys and saves them, and a hub level has doors to the puzzles.
- A name like "01 Lift 02" gives the hub and the key, so renaming a file reorders the levels.
- Custom tools built for this one game remove the repetitive work of editing levels. 7:17
- Resizing and recolouring one electromagnet meant about nine separate manual changes. Now a single slider does it.
- Gizmos show where a moving box travels, a prefab window lets him drag mechanics into scenes, and a pipette asset picks objects for Unity Events.
- Efficient tools let him build four or five new puzzles and most of a demo without planning to. 10:00
- He built a puzzle to test the tools, fixed each annoyance, then kept building levels until he had about 90 percent of a demo.
- He argues a little extra pain at the start saves much more time and effort later in development.
Unity is a tool for making games, but it's not a tool for making my game, because that's on me.
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 The dull systems every game needs
A finished game rests on unglamorous systems that dev diaries rarely show.
- Much of game development is dry but necessary work. 0:27
- Menus, the HUD, saving, controller support and progress tracking all need building.
- Prototyping mechanics, designing levels and surprise demo drops make better footage.
- The series aims for a transparent look at making a game, so the boring parts get shown too.
- Player options only work across a whole game if one system syncs and saves them. 1:10
- Options include hold or toggle aim, key remapping and magnet colour.
- This was fine in a throwaway test level, but a full game needs syncing, saving to disk and a settings UI.
- Levels ask the manager questions instead of holding their own settings. 2:28
- The character asks about low sensitivity aiming. A panel asks about accessibility symbols.
- This separates game-wide logic from moment to moment level design.
- It seems obvious in retrospect, but the MVP didn't have it.
3:25 More managers and a non-linear structure
Each manager does one job, and an open level order suits a puzzle game better than a straight line.
- Single-purpose managers handle transitions, music, the HUD and menus. 3:32
- Send the transition manager a level name and it wipes into that level.
- The music manager fades out and in with each load.
- HUD button icons change when the controller changes.
- The UI manager holds the pause and options menus. They are ugly for now, and polish is a "Future Mark problem".
- An open level order avoids walling off stuck players. 4:27
- Portal and Inside are linear. Braid, Stephen's Sausage Roll and Baba Is You let players skip and return.
- He dislikes giving the player a big brick wall because one puzzle stumped them.
- A final door gated by a key count makes balance a single number. 5:38
- The count is easy to change as he tweaks the game.
- Level names carry the data: the first two characters give the hub, the last two give the key.
- Systems read the name and pull out the strings they need.
6:29 Building tools for your own game
| Task | MVP: by hand | Custom tool |
|---|---|---|
| Shorten electromagnet | Resize effector and beam, move particles, cut lifetime | One height slider |
| Switch red / blue | Change colour, layer, tag, collider mask | One button |
| Moving box path | Read numbers, guess the route | Gizmos show start, end, path |
| Place a mechanic | Find prefab, set it up | Drag from prefab window |
| Wire a Unity Event | Hunt through hierarchy | Pipette click in scene |
Level design gets fast once repetitive edits are turned into one-click tools made for this specific game.
- Rote edits to a mechanic should become a single control. 7:17
- The electromagnet panel now has an inspector slider for height that updates every linked variable.
- Buttons switch it between red and blue, or on and off.
- The rule: if a change happens often and is a fixed sequence of steps, script it into one button press.
- Moving something one tile, or opening a door at the start, used to mean the same long chore.
- Visual aids and a prefab window make building levels feel like play. 8:06
- Gizmos show where a moving box starts, ends and the path between.
- A dedicated window lets him drag mechanics into the scene, like I'm playing Super Magnet Maker.
- Each older MVP element was updated to be easier to use.
- A pipette picker removes the hunt through the hierarchy for Unity Events. 9:30
- A button's event can run any function on any dragged-in scene object, such as turning off the electromagnetic panel.
- Finding the target in the hierarchy was the annoying part, so he wanted a Photoshop-style pipette.
- A more skilled developer built it, and he uses it constantly.
9:34 Testing the tools and the surprise demo
Building levels to test the tools produced a near-finished demo, which answers the MVP's feedback and is free to play.
- Each test level exposed a bottleneck that was then fixed. 9:41
- He kept building puzzles until he had a hub and four or five new ones.
- He joked, Did I just accidentally make a video game?
- The new demo targets the MVP's main complaints. 10:51
- Players found the character crummy to control and the visual language inconsistent.
- Platforming mixed with puzzles confused some, and most puzzles lacked an "aha" moment.
- Levels were messy and buggy, with waits for cycles to reset.
- The game did not feel built around the magnet mechanic.
- The demo is open to everyone for feedback. 11:39
- It runs on PC and Mac, with keyboard and mouse or controllers, on itch.io.
- Feedback goes in the comments or on itch.io and will guide what comes next.
In the growth library
Mark Brown, creator of Game Maker's Toolkit, making his first game. Shows the unglamorous groundwork behind a puzzle game: persistent manager objects, a non-linear hub, level order driven by file names, and custom tools that speed up level building. The memorable payoff is that good tools made building puzzles so fast he accidentally ended up with most of a new demo.
Lessons that draw on this:
More from Game Maker's Toolkit · The whole library, and ask it anything