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Summary

In case you ever need to answer a multiple-choice quiz on this chapter, here's a quick rundown of what we've learned:

  • Big game ideas are the enemy! Consider thinking small and building slowly to achieve big success.
  • By cutting features from your game ideas, you can whittle your design down to a more manageable size than by cutting content.
  • A game's mechanic is distinct from its skin. A single, strong game mechanic can support myriad different skins through a whole host of great games.
  • Start taking notice of the front-of-house aspects and HUDs in the games that you play. You'll be building your own a few chapters from now!

Let's begin

For the rest of this book, we're going to ignore the epic implications of that endless Big Sky Country 3D plane in the Unity Scene view. We're going to focus on small, simple, and fun game mechanics. Once you close the back cover of this book, you can take those simple concepts and iterate on them, even blowing them out to ambitious fully-featured crazy-fests like Master of Orion or Mario Power Tennis. But, stick to the strategy that will make you successful throughout start at zero, discover that singular piece of joy, and iterate until your game is finished.

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