Designing a game play requires a bit of touch and modification to the game maker software, and requires the creation of a more complicated system if it is made from scratch. Here are some examples:
If you’re making a plat former game, do you want your character to be able to double-jump or jump in the air or other special moves? Also try modifying the height of your character leap as well as the response of the various interactions that the player gives (such as holding the button for a few seconds).
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If you make an RPG or a horror game, with what weapon will the player start the game? Choose two or three weapons that players can upgrade, and then test their weapons. Make sure the selection of weapons is interesting and varied. For example, you provide three types of weapons, a powerful weapon, which can hurt more than one enemy, or make the enemy weaker. Do not make a weapon that is much stronger than other weapons unless the weapon is more expensive and difficult to obtain.
In a dialog-based game, do you want the player to choose “branch” dialogs on the screen, or just read the instructions given to do a specific task and open the next dialog? Do you want the game to be linear and one-way, or have multiple paths and suffixes?
Create multiple levels. Three or five short levels are reasonable targets for your first game. You can always add it later. Always keep your main game play at every level, and make each level a different or increased challenge. You can level in sequences where players must complete one level to play another level, or be separated where players can choose the level they want.
For plat former games, one of the challenges given is usually a faster enemy or mobile platform.
Action games can introduce new enemies at every level, a powerful enemy or boss, or an enemy that cannot be defeated without a certain trick or weapon. You can easily find Android Games Hack No Human Verification on the internet.
Games puzzles usually stick to one type of puzzle and make it more difficult each level, or introduce new tools or obstacles so players have to think harder.