Make great games

How to make a great game, whatever engine you use

Start from where you are. A new idea, a three.js prototype, a Unity or Unreal project, or a Godot or GameMaker game each has a different next step. The habits that make a game good are the same for all of them.

A great game is usually a small game done with care. It has one core action that feels good, a first minute that teaches it without a wall of text, clear feedback every time the player presses a button, and a scope the team can actually finish. Pick your starting point below for a step by step guide, then use the four goals to decide what happens once the game works.

What great games have in common

Genre, art style and engine vary. These four traits show up in almost every game players remember, and each one is cheap to check before you spend months on content.

One core verb

Celeste gives the player three actions, jump, dash and climb, and builds every screen around combining them. Write your verb as one word, such as jump, shoot, place, match or steer. If it takes a sentence, you probably have two games, and the new game guide shows how to build the loop around one.

A first minute that teaches it

Shigeru Miyamoto and Takashi Tezuka told Eurogamer in 2015 that World 1-1 of Super Mario Bros. was built as a tutorial, so players would gradually and naturally understand what the game is about within that one level. Test your own opening by handing the controller to someone new and staying silent. If they have not used your core verb within 60 seconds, the first minute needs work, and more tutorial text will not fix it.

Feedback on every input

In his talk The Art of Screenshake, Vlambeer's Jan Willem Nijman adds one layer of feedback at a time to a plain shooter, such as screen shake, hit reactions and short pauses on impact, until the same rules feel completely different. Every press should answer with a sound, an animation and a change in the world. The new game guide lists the tuning values that make movement feel right.

A scope you can finish

A finished small game teaches more than an unfinished big one, because menus, saves, builds and store pages only show up at the end. Keep a first game small enough to finish in about a month, with one mechanic, one setting and a handful of levels. The new game guide has the scope rule and how to cut down to it.

Four things to do once the game works

Every guide ends with the same four next steps, written for that starting point. Here is what each one means.

Port it to make money

Choose the store that fits the game and learn what it asks for. Steam charges a 100 USD Steam Direct fee per game, recouped once that game earns 1,000 USD, and keeps 30% of revenue up to 10 million USD. itch.io lets you set its share anywhere from 0 to 100%. Summer exports Windows and macOS builds, which is what both stores take for a desktop download.

How to make money from your indie game

Release it on Summer Games

Summer Games is a new store for games made with Summer. It is launching soon. The games that will be ready for it are built in Summer, reviewed, and single-player first, so a finished single-player Summer project is the right thing to work toward now.

See Summer Games (launching soon)

Grow it

Players find games through wishlists, store pages, trailers and creators. Put up a Steam Coming Soon page as soon as you can show the game, make capsule art at every required size, cut a trailer that shows play in the first seconds, and send keys to creators who cover your genre.

How to market an indie game

Remake it in Summer

Have an old game you still believe in? Start from a template close to it, give the agent your old code and design notes as the spec, and let it rebuild one system at a time while you playtest each one in the engine. Keep your tuning values and the assets you own.

Remake your game in Summer

Questions about making a great game

I already have a game in another engine. Where do I start?

Pick your engine in the chooser above. The three.js, Unity, Unreal, Godot and GameMaker guides each map that engine's concepts to Godot 4 nodes and scenes, say what moves and what gets rewritten, and give the order to rebuild in. Nothing converts automatically, so every guide starts with a plan rather than a tool.

What makes a game great rather than just good?

Focus and care. Great games usually do fewer things and do them better, from how the first minute teaches the controls to how every hit sounds. Most of that care is tuning and feedback rather than extra features. The new game guide covers the basics that make a game good in the first place.

Which game engine should I use to make a great game?

The one you will finish a game in. Players never see the engine. Summer is a desktop engine for macOS and Windows with an AI agent built in and is compatible with Godot 4 workflows, and the guides above cover moving to it from three.js, Unity, Unreal, Godot and GameMaker.

What are the four goals at the end of every guide?

Port it to make money, release it on Summer Games once that store launches, grow it with a store page, trailer and creators, and remake it in Summer. Each guide writes them for its own starting point, so a Unity developer and a first-time developer get different advice for the same goal.

Do I need to know how to code?

It helps, but it is less of a gate than it was. In Summer you can describe a feature to the built-in agent, and it edits scenes and GDScript, runs the game and fixes errors. You still decide what the game is, and you still have to playtest it.

Can I publish on Summer Games today?

Not yet. Summer Games is a new store for games made with Summer and it is launching soon. Today you can build desktop games in Summer and release them on Steam or itch.io.