Everyone will have their own specific manner of doing that best. Some create 60-page configuration reports. Others, similar to me, compose a page of seriously composed notes, muddled to any other person. I don’t have a clue what’s best for you. Yet, I can give recommendations on what to expound on:
Snare. What makes your game incredible? For me, this is the most imperative to record. When you catch this, you can record the following three focuses a lot simpler. Is your game about something interesting? Outrageous? Is it putting another bend to an old work of art? Or on the other hand, is it accomplishing something that has never been finished?
Mechanics. What does your player do? Furthermore, for what reason? This is your ongoing interaction. It very well may be as straightforward as squeezing QWOP to move in the game QWOP, to tapping catches to visit in Spiritualist Courier, to the huge amounts of key combos in Bantam Stronghold.
Story. What story should players recall your game by? What feelings would it be advisable for them to leave your game with? Each game has a story. In the event that the story isn’t self-evident, it is made by the player. A story can be made from the expanding numbers in 2048, the rising realms in Progress, and the quiet corporations in Landmark Valley. Consider what story will be found in your game.
Mind-set. What impression does your game make? What are the visuals? Sound? Initial introductions matter. Initial introductions will snare — at that point keep — the player playing. Maybe, you’ll give your game a retro vibe with pixel illustrations and chiptune music. Or then again, an advanced, clean look with level calculations and instrumentals. Join a game hackathon/jam. You and other participants will be entrusted to make a game in a short measure of time. All through, and after, you’ll be met with help from different jammers. Furthermore, the fervor and innovativeness during a jam? Irresistible. Don’t have a clue where to begin? Attempt Ludum Dare, one of the biggest game jams. Keep a rundown of thoughts. I and different designers I realize write down our thoughts. That way, we can elude back to our old ones when we run out of new. This how how to design a game which is quite interesting to play.