Phase 02 · mechanics

The player understands the choice
and wants to make the next move

Mechanics tie the project objective, content, rules and physical components into a repeatable game loop. They are designed alongside an early visual prototype and tested through play sessions.

What is designed

A system of decisions, not a task list

The win condition and a clear game loop.

Player roles, available actions, constraints and consequences of choice.

Pace, difficulty, randomness, interaction and end conditions.

The board, card, token, rulebook and other component set.

Development cycle

The mechanics pass through several verified states

01

Objective

What experience the game should create and for whom it is intended.

02

Game loop

What the player sees, chooses, does and receives in return.

03

Prototype

Mechanics, content and sufficient visual treatment assembled into a playable version.

04

Play sessions

Observation of rules compliance, pace, difficulty and player behaviour.

05

Balance

Adjustment of values, edge cases, duration and component composition.

Phase output

A testable game system

The deliverable is a documented game loop, rules, component structure and a prototype that can be playtested with members of the target audience and iteratively refined.

Reliable delivery: final mechanics are fixed after playtesting; visual treatment evolves alongside the prototype rather than being deferred until the end.

First step

Describe the audience and the desired gaming experience