Publisher's Synopsis
If you're reading this, you're probably passionate about creating games that players love - not just for their flashy graphics or clever mechanics, but for that magical feeling of "just one more try" that keeps them coming back.
I wrote this book because most game development guides focus either on raw programming or abstract design theory-but rarely on how these elements dance together. Every chapter here bridges that gap. We start with a simple win-lose game using basic rectangles and gravity-then over subsequent chapters, we develop the game while also studying and analyzing concepts. But unlike other books, we'll constantly ask: Why does this mechanic feel satisfying? How can data help us understand player emotions? When does a "quality of life" feature become manipulative? You'll learn not just to make games, but to make games that understand the players (collect data and build up a psychological profile-this is for two reasons: so we can modify and develop our game (identify any problems and fix them), but also to create a game that adapts and learns to the player's needs and abilities).
Here's what makes this journey special:
You'll fail productively: We embrace mistakes as learning tools-each "unfair" level you accidentally create teaches you more about player psychology.
Data tells human stories: Our analytics focus on understanding player joy and frustration, not just optimizing monetization.
Code with conscience: From GDPR compliance to difficulty tuning, we'll discuss how to build games you can feel proud of.
The AstroRat way: Our game prototype character (a plucky rodent hero) keeps things playful, even when we dive into serious topics like retention analytics.
This book works best if you:
Know basic programming (any language).
Are curious about why players behave the way they do.
Believe games should be fun first and profitable second.
Don't mind getting emotionally attached to a fictional space-faring rodent.
A quick note on tools-we use JavaScript/HTML5 for accessibility (no expensive engines required!), but the principles apply to any game development environment. The prototypes will also provide analytics through dashboards, which we use to study the game (and the players' behaviors).
Most importantly-this book isn't about following concepts perfectly. It's about developing your design intuition. Those "Aha!" moments when you understand why players rage-quit level 3, or how a 100ms input delay ruins immersion, will serve you far beyond any specific technology stack.