Design commandments of Games and Company

Over the years I’ve created these rules for my own designs and are, for the most part created in large part by what I deem bad design rules that more often than not hurt both the game and the player in some way. They are ranked from most important to least.

1. The game should treat the player’s time as valuable.
This commandment is probably the simplest on the surface but also the one most easily overlooked and can be quite game changing both figuratively and literally. It means a lot of small things for example don’t force players to replay content, don’t have overly long animations, don’t give the player simple busy work, etc.
The philosophy behind this is that a given game should be a valuable use of any given persons time through interactive merit alone. Because I believe games can be a worthwhile endeavor to indulge in, in that they can surprise, challenge and reward you. And most of all, people’s time is limited and them to invest that limited commodity in your game should be a worthwhile trade for them.

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Shelving a Comply or Die


The lighthearted local multiplayer game about treachery and backstabbing, where trusting other players is a sure fire way to end up as vapors has been shelved.


I started Comply or Die just couple of months after I started thinking about starting for myself. It wasn’t called Comply or Die back then, I named the project Super Sucker Punch. My plan was to create an stealth party game with a multiple map and lots of different game modes and power ups. You’d be playing a spy trying to hunt down other spies in a crowd of identical looking characters.

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