💀 10 Bad Tips That Kill Your Game (and What to Do Instead)

TL;DR: 10 Bad Tips That Kill Your Game is a highly actionable framework outlining the most destructive design and production mistakes in modern game development, compiled by designers Anton Slashcev and Mykola Veremiev. Avoiding these pitfalls directly boosts early-stage player Retention and secures long-term lifecycle metrics.

In the heat of production, game development teams are frequently tempted by outdated practices or try to stack complex systems before establishing a fun foundation. This framework isolates 10 major design errors across 10 critical operational areas of game production, providing direct, data-backed solutions.


10 Bad Tips That Kill Your Game — a high contrast 16-bit pixel art illustration showing a burning skull in the center representing failure or danger, surrounded by pixel game design icons


🧠 Detailed Breakdown of the 10 Design Pitfalls

1. Core Gameplay

  • Bad Tip: Add meters, timers, and menus before players can do anything.
  • What to Do Instead: Put the main action front and center immediately. Let players tap, press keys, and feel powerful or highly active in the very first second of their experience.
  • Learn more: Core Gameplay

2. Onboarding (FTUE)

  • Bad Tip: Start with a 30-step tutorial and ten text popups explaining the entire lore and mechanics of the world.
  • What to Do Instead: “Teach through play” using microscopic, guided steps. Give the player a genuine win and positive reinforcement within the first 60 seconds.
  • Learn more: FTUE

3. Progression

  • Bad Tip: Make all upgrades tiny and invisible (e.g., +0.5% critical damage) so nothing ever feels different.
  • What to Do Instead: Give clear, massive power spikes and new systemic “toys” that noticeably change how they play or approach challenges.
  • Learn more: Progression

4. LiveOps

  • Bad Tip: Paywall the core loop and spam microtransaction offers immediately after every level is cleared.
  • What to Do Instead: Run highly predictable, focused events tied to clear, transparent goals, with rewarding achievements that hook players long-term.
  • Learn more: Live Service

5. Monetization

  • Bad Tip: Monetize the basic mechanics directly through paywalls, forcing players to pay just to continue playing the core loop.
  • What to Do Instead: Keep the core gameplay fully fair. Sell shortcuts, cosmetics, or convenience bundles instead, showing maximum respect for player time and wallet.
  • Learn more: Game Monetization Models

6. Narrative

  • Bad Tip: Dump a massive wall of text lore before the player is allowed to press the first gameplay button. (Note: The original infographic had swapped labels for Social and Narrative — this is the corrected ordering).
  • What to Do Instead: Reveal the story organically through active gameplay moments, character interactions, and the choices that players actually make.
  • Learn more: Narrative Design

7. Social

  • Bad Tip: Force players to join guilds or send 5 friend invites to unlock the next level before they even reach level 3.
  • What to Do Instead: Let players opt in with lightweight social features first (e.g., daily energy gifting), then unlock deeper co-op and competitive gameplay later.

8. Technical

  • Bad Tip: Ship with long loading screens, frequent crashes, and forced 500 MB patches every single week.
  • What to Do Instead: Optimize boot times, memory footprints, and patch sizes so the game starts lightning-fast and runs stable on the target hardware.

9. Difficulty

  • Bad Tip: Make levels either faceroll easy or brutally unfair, with no intermediate gradient.
  • What to Do Instead: Aim for a smooth, rising difficulty curve with generous early forgiveness, highly readable fails, and room to master.
  • Learn more: Dynamic Difficulty Adjustment

10. Game Feel

  • Bad Tip: Leave actions silent and floaty, with no camera shake, no audio feedback, and no physical impact.
  • What to Do Instead: Layer hits with tight timing, rich animation frames, clear audio cues, and subtle screen shakes so every single interaction feels incredibly “juicy.”

⚖️ Trade-offs & Implementation Analysis

PerspectiveDetails
✅ AdvantagesDramatically lowers Day-1 Churn and increases early session completion rates by eliminating initial player friction.
❌ DisadvantagesRequires programmers and artists to spend more time debugging technical assets and fine-tuning physical feel rather than pumping out raw raw assets.
⚠️ Common TrapDesigners might become overly conservative, avoiding unique systemic challenges in fear of violating basic layout conventions.

📚 References

  1. Anton Slashcev & Mykola Veremiev — 10 Bad Tips That Kill Your Game, Game Industry Analysis Network, 2025. [S1]
  2. Nir Eyal — Hooked: How to Build Habit-Forming Products, Portfolio Penguin, 2014. [S2]
  3. Jesse Schell — The Art of Game Design: A Book of Lenses, Third Edition, CRC Press. [S3]

🔭 See Also

  • Core Gameplay: Deep dive on how to structure a great core gameplay loop
  • FTUE: Effective onboarding principles for new players
  • Iterate Pivot Kill: Strategic decision-making framework for game lifecycles
  • Game Mechanics: The building blocks of game systems