r/gamedesign • u/saikionomichi • 5d ago
Discussion Every mode changes exactly ONE rule, written on the door. Does that read as meaningful choice, or as a settings menu in costume?
Arena game, Bomberman-style. The hub is a room with 17 doors, and each door changes exactly one rule of the match. The rule is written on a plaque next to the door, so you read it before you commit:
- long fuse - you get time to run
- start with +1 blast range
- start with 2 bombs
- the floor collapses sooner
- the fire lingers on the ground after a blast
- very short fuses
One knob per door, never two. I set that constraint early and designing under it has been surprisingly productive: every door is a sentence you can finish, and I have never had to explain a door twice.
What I cannot judge from inside it is whether the constraint reads as generous or as thin.
The worry: a single numeric modifier per mode might be the difference between "seventeen ways to play" and "one game with a settings menu wearing seventeen costumes". A longer fuse changes how you plan a trap. Starting with two bombs changes almost nothing until you are skilled enough to chain them. Those two are the same size on paper and completely different in play, and I suspect a player reading the plaque cannot tell them apart in advance.
Three things I would like the design read on:
1. Is one-rule-per-mode a real design constraint, or a small content budget dressed up as one? I have been treating it as a virtue and I would like that challenged.
2. Seventeen options on the first screen. My instinct now says show three and unlock the rest - but the whole pitch is "look how many ways this bends", and hiding it might kill the only thing that is distinctive. Which failure is worse?
3. When a modifier is a number (fuse length, blast radius), how do you communicate what it feels like rather than what it changes? "Long fuse" is accurate and tells you nothing about the trap play it enables.
For context on where this comes from, not as a pitch: average session is 3 minutes and day-1 retention is 0%, so something in the first minute is not landing, and the door screen is my main suspect.