WARNING: BIG LISTNow with useful links!
As long i have been on Kongregate(since 2006) i noticed that there are recurring suggestions in top-rated comments.This doesn't wants to be a must-list, but a collection of useful tips by other players and some successful game developers.
Your game must be fun to playFirst impressionName must be short and give a good impression(nouns work better, or smart puns)
Contemporary touch(like a spaceship game named after the name of a recently discovered star)
Take advantage of similar successful games
Season(releasing "Snow Battle 4" on august is not the best)
Use some magic words like "unique" "436 different weapons" "12different races" "completely original"...
Funny catchy introduction to the description("Being a zombie isn't easy...", "Those baddies will never learn they don't stand a chance against you!")
Try to keep it short;some portal give you only 10-12 words (50 char
s) to catch the player attention
Keywords!
Year 2097 = this is a futuristic game
Grow = this game is for upgrade addicted ones!
Army = this is a strategy game
If you don't know how to name your game
http://www.onemorelevel.com/game/flash_game_generatorCommon FeaturesHotkeys
In game achievements(which give small enchancements)
Autosave(i'd say a must, internet seems to be unrealiable when gaming)
Upgrades(or any other way which can improve the player's character)
Speed up button(if there is some AI that makes the work...)
Skip cutscene button
Fasten dialogues
undo button(better an undo button than a confirm dialog)
expected hotkeys, behaviours p= pause the game
ctrl+z= undo(in editors and complicated puzzle games)
WASD keys perform exactly as the arrow keys(if they are free)
Clicking objects that sparkle/change on mouse over do something(maybe some easter eggs)
Button that aren't grey-shaded are working
the X icon means delete/destroy
the "<-" symbol means "back"
return to the title screen button
options are avaible also throught the pause menu
previous+next button
ControlsNumber keys are good to select skills or weapons, but they can't be pressed while the player is using the mouse
Refrain use of browser, operative system reserved keys(like ctrl, alt, canc, shift, command)
(However the game Shift use shift key for fun/feeling
http://armorgames.com/play/751/shift)
many keyboards can't recognise more than 2 keys pressed simultaneously
Controls shouldn't be hard to master in early game
BalanceAsymmetrical or unique skill tree
Different characters=different tactics
No excessive worry of losing
-give some money/exp even when losing
High level cap
Can buy all upgrades
Not all upgrades are needed to beat the game
Difficulty
Point out in the description if it will harder than usual.
No instant losing
Choosing difficulty levels is not useful
(players usually start with easy setting and then forget to play hard mode if they don't have enough advantages)
Player can instantly adjust difficulty level during the game doing some actions
Some gain when you lose.
No 'now you have to restart all' game over
No more than 1 minute of game between a save-point and another
no tricky jump timing(many players are not skilled...)
AI no perfect enemies(leave some random in ai behaviours,or slow them a bit)
do what you can do(better simple dumb enemies if you are new to programming.Intelligent enemies could be more time consuming than you thought and less funny)
AddictivenessMedium lenght(min 2hours, max 20 days of story-mode gameplay)
Challanges!
Impossible challanges are not literally impossible
Small hints on how to beat challanges
Replay features
New game+(play a new game with some upgrades already unlocked)
New character unlocked!(needs to be waay better to previous starting characters)
Sandbox (in physics games)
Level editor(and sharing)
Endless random generated levels or world
Survival mode
Feeling, SettingEmotions
fear
humour
exploration
cuteness
conquer
problem-solving
advancement
and other more!
Know what emotion your game creates and enchance it!
Emotions can make the player remember the game(just as a bookmark on his brain!)
impressions(the fastest given, the fastest forgiven!) Colors and sounds give a fast impression
Text, jokes and humorous situations give a mid-fast impression
Story and gameplay(game mechanics) give a slow impression
You can convey awe by
enabling fullscreen mode
glowing shooting effects
having a thing player cared shattered and then reconstructed
weapons have extra effects after 500-1500sec
colors and sound after a grey world
The core situation can give a good hint on what emotion expect
being an exiled->guilt, revenge or redemption
being a fluffy rabbit->joy, humour, cuteness
being alone->exploration, survival or self-realization
Or can give a good spot to make humour
being a fluffy
zombie rabbit!
Art and soundMusic
NO MUTE BUTTON 1/5!!!(seriously.People like listening its own favourite music or listening tv/radio while gaming.Or they are in place when hearing "pew pew" sounds is embarassing)
-turn off voice-effects(specially in zombie games)
-turn off background music
(you can use different channels for music and sounds.Each can be muted separately)
Effects
lowest quality settings(noone likes lag)
auto adjust quality(best if >40fps, low if <20fps)
few/none particle effects setting(everyone likes Kabooms, but not lag...)
Art
Realistic art=Realistic gameplay(there is no immortality bonus when you are playing in Call of Duty)
No photos(better to vectorize with inkscape)(if you use them, you must have the rights to use them and )
No art paradoxes(like pixel graphics and high-definition landscapes...)
Title screen must be inherent with the game(ex: no colors if the game is black and white)
No need of ubercool art(Shift series has an average of 4.17/5 rating and a pretty basic black and white art
http://www.kongregate.com/games/ArmorGames/shift?acomplete=shift)
If Tower Defense(many top games share these features)
speed up with up_arrow and slow down with down_arrow(up to x5)
targeting priorities
-nearest to the goal(default target)
-middle of the horde(for better splash damage)
-last monster in range(for better 'pierce' damage)
-fewest hit points(to make fast fire-rate tower to deal only with weakened monsters)
-not stunned/slowed/scared/burned/poisoned/...(in order to make specials spread better)
-most hit-points(for high-damage and slow towers,so they don't waste damage)
-only bosses(emergency mode when the boss is sorrounded by lots of weak critters)
spells
-make target terrain buildable
-bomb
-tower buff(can be permanently or not)
-more resources
-summon additional critters(and get more rewards)
-hit monsters with a special condition
towers
any tower has a special thing that makes it useful also later in game
tower specials
-splash
-pierce trought enemies
-slow
-freeze/stun
-scare/confuse (the enemy doesn't go toward the end if confused, or run away)
-critical (stops long chains of monsters)
-chain hit (%chance to hit 'n' enemies)
-kill (%chance)
-poison/burn/acid (damage over time)
- anti-(group of enemies)
-rage(hit faster or stronger if you lose a life, for x seconds)
-andrenaline(hit slightly faster or stronger after every hit. Resets if idles for 2 or 3 sec)
Puzzle GamesDescriptions!
-player knows what can do
-colors+text+sounds describe each other(some people are color-blind or deaf)
Action GamesGolden Rule:both hands aren't idle
-Touchpad support(many players don't have a mouse, but a touchpad.Be sure to make options that let them play, like slowing down the game when the mouse is dragged or spacebar instead of click)
Touchpads are faster at clicking, but aim pretty badly(better at sniping)
Touchpads are better for simple drawing
WASD+touchpad is impractical
WASD+Arrow keys if mouse isn't avaible
AchievementsPlayer can see how to achieve them
If it spoils the story or "secret" contents, give only some hints about
don't make achievements related to highly random events(player could struggle
to control something that can't, and a percentage of players won't obtain it)
achievements give some small bonuses that helps
achievements are not necessary to complete the main game
a game-complete achievement
don't reward the player for doing funny things many times
(if a thing is funny when done few time can become a fun-killer if there is an achievement like "do that 100 times")
give a feeling of advancements(you have 23/50!)
ThemesEvergreen(steady but medium appeal)
-zombies;enough human resamble real wars, enough evil to don't feel bad at destroying them.
-unusual funny animals (like squirrels, hedgehogs, giant whales...)
-high fantasy(battle evil vs good)
Actuality(high appeal at release, low later)
-parodies of popular stories/games
-mondial events(7/11, end/begin of a war, maya predictions,olympic games...)
-season themed(santa's challanges or sand castle wars)
Marketing mistakesAds everywhere (buy Coca Cola)
Every menu has a Donate button
"It's my first game!"
"I made it in 24hours!"(outside competitions quality is way more considered than quantity)
"click here to play the full version"
"rate 5 and i will make a sequel"(players will ask for it spontaneously)
"this is bugged and crappy because it's a beta version"
not updating a chapter1 after the release of a much better chapter2
Good Marketing tipsRead this thread
Offer some freebies by donating
Donate button in the credit screen
Cuddle customers, but not too much
Test what runs best your game and then say "Optimized for _that!"
Listening to high rated suggestions
Auctions give good gains!(even a few thousand dollars)
Original games have greater chance to get rewieved/linked
Contact more sites for sponsorship
Discussions of the game in the sponsor's site
Kongregate Special Edition!(posted only on Kongregate...)
Quick update if something is missing
"Play first the
updated Chapter 1!"
Like us on Facebook!
Small fees for some advantages
Kongregate specificEvery player has a community behind
insert small secrets, just to have players to thumb up them
every player starts with a small knowledge about flaws and secrets
respect key convenctions
Kongregate API
medium bosses or goals
endgame boolean(make your game easier to badge for Greg)
challanges
'impossible' challanges(to be badged)
Multiplayer
Co-op modes
player can both duel and work together
Pay object
anything is free = +1 in the rating(guaranteed!)
no limits of time when playing(even worst when you must pay to play more)
pay objects don't offer exclusive features(like i can ride dragons and you not...)
no more than 1 button which ask you to pay
no limit-time pay objects(yeah i got golden sword with 2$
for only 7 days??)
Hack-proof(or nearly...)
shoebox paradox (
http://xkcd.com/916/)
constant support
Programming tips If it's a new idea make a small game with simple art and test it.
Use other people code when avaible and
tested as reliable
(no stealing).
Start from an existing game if similar
Recycle your code
Ask, ask, ask
Keep a blog/diary/thread
Design>Contents
Don't feature content that can be reach only by a small portion of players
Design tipsEnjoy playing your game(if you like the game, there's at least one that likes your game in the world).
Ask for feedback in game developer sites.
Make sure a 5 years old can understand how to play without reading instructions.
These things also are in my to-do list, and ALL top rated games in kongregate(4.00+ rating) have almost all of the things listed above(though they are only the 2%of games in kongregate are rated 4.00 and above).
Keep in mind that i have never made a popular or successful game, so if there's something you feel wrong, incomplete or a better suggestion, please post it here, and i will eventually add that in the list!
Games with 4.20+ rating on kongregate are the most likely to get the weekly 250$ prize, get badged, make you very good fame and when you will make a sequel, one of the 5 most rated comments will be something like 'OMG <username> has made a new game!Gotta play it!'.
Later in this thread there is an interesting discussion on how to get more money from flash games!
If you made a very good game you can check it from the 5 top-rated comments;
if all five are jokes or thanks your game has reached the goal!
note:i'll add in the number everytime i edit this.
A list of other Stencyl topics related
-The Great List of Programs to Use with Stencyl
http://community.stencyl.com/index.php/topic,2233.0.html-Productivity Tip - Use Synergy to control computers with one mouse/keyboard
http://community.stencyl.com/index.php/topic,860.0.html-Idea to Implementation.. article on making your ideas real
http://community.stencyl.com/index.php/topic,1234.0.html-Another game making tools for Linux
http://community.stencyl.com/index.php/topic,128.0.html-Graphing Programs!
http://community.stencyl.com/index.php/topic,4819.0.html-Tips For New Stencyl Users.
http://community.stencyl.com/index.php/topic,2752.0.html-Game Design Concepts You Love/Hate?
http://community.stencyl.com/index.php/topic,5487.0.html-Game Develop - great stand-alone game making tool for windows, Linux and mac
http://community.stencyl.com/index.php/topic,6091.0.htmlOther links in the net
-Agile software development
http://en.wikipedia.org/wiki/Agile_software_development-My bible!this course is awesome!
http://gamedesignconcepts.wordpress.com/