Okay, so I’ve been messing around with this “less is more” game idea lately, and I gotta say, it’s been a wild ride. I wanted to share my whole process, from the initial “aha!” moment to, well, where I’m at now, which is still very much a work in progress.

It all started with me getting totally frustrated with overly complicated games. You know, the ones with a million rules, endless tutorials, and controls that require a PhD in button-mashing. I was like, “There’s gotta be a better way!” I wanted something simple, elegant, something that could grab you with just a few core mechanics.
The First Spark
My first move was to just brainstorm. I grabbed a notebook and started jotting down random ideas. I thought, “What are the absolute bare minimum elements you need for a game?” I came up with stuff like:
- A goal. Something to strive for.
- A challenge. Something to overcome.
- Feedback. Knowing if you’re doing good or bad.
That felt like a good starting point.
Prototyping Like Crazy
Then came the messy part – actually trying to make something. I used the simplest tool that could quickly create the prototype. Started with a super basic concept: a single button, a single objective. The player had to press the button at the exact right moment. Too early or too late, and they failed. The feedback was just a simple “Win” or “Lose” message.
Honestly, it was terrible. Like, really boring. But it was a start! It proved that I could build something with minimal input. Then, I iterated. I added a timer, a visual cue to help time the button press. It got a little better. Still boring, but less frustrating.

I played around with different variations. I tried a version where you had to avoid pressing the button, only pressing it when a specific condition was met. That was actually kind of interesting! It felt like it had potential.
Adding (a Little) Complexity
The “avoid pressing” idea felt promising, so I started layering on tiny bits of complexity. I added a score, based on how long you could resist pressing the button. Then, I added obstacles that would tempt you to press the button, forcing you to make quick decisions.
Each time I added something, I asked myself: “Does this really add to the core experience? Or is it just clutter?” If it felt like clutter, I ripped it out. It was brutal, but it kept the game focused.
Where I’m At Now
The project is still in progress. It needs refine, playtesting, and all of the fun stuff.

This whole “less is more” thing is harder than it sounds! It’s easy to add stuff, but it’s incredibly difficult to strip things away and still have something compelling. But I’m learning a ton, and it’s been a fun, frustrating, and ultimately rewarding process.