Game design document, summarised
How it's designed
Each part below condenses one chapter of the game design document. Every summary ends with a link to
the full chapter in the PDF.
01The game at a glance
Look, turn, clear, win. Two to four rings with 8 or 12 notches; a tap turns a ring one notch, a drag turns it further. No timer and no fail: stars reward the fewest moves, a hint shows the solver's next move, and restart is free.
- Readable in one look: every rule is drawn on the board.
- One new idea per chapter, brought in on a level the player will win.
- Every level proven by a solver that sets its par.
Read the full chapter in the GDD (page 1)
02Rings, spokes, cogs and padlocks
A spoke is the same notch on every ring; when it is full and one colour it clears. A cog links two rings as a meshing pair of wheels: turn the outer ring one notch and the inner one turns two the other way; turn the inner one and the outer turns back one. A padlocked ring refuses a turn by hand and moves only through a cog.
Read the full chapter in the GDD (page 2)
03Four chapters, one idea each
The rules; four rings and chains; locked rings; everything together. Within each chapter the best line climbs in a sawtooth, from 1 to 8 moves across the game, with a breather after every peak. A one-line tip appears only where an idea is new.
Read the full chapter in the GDD (page 3)
04Levels made and proven
I write each level as a spec: rings, colours, cogs, padlocks and a range for its par. A generator scrambles a solved board with legal moves only and keeps a layout when its par is in range, nothing starts complete and its cogs change the solution. Tests check every par against the solver.
Read the full chapter in the GDD (page 4)
05What playtests changed
One-way cogs read as broken ("the gear mechanic doesn't work"), so they became two-way at 2:1. Levels 9 and 10 were a wall, so a new rule now arrives on an easy level: level 10's best line went from 6 moves to 4. The art went through three directions before settling on a professional free kit.
Read the full chapter in the GDD (page 5)
06Feel, art and next steps
Rings swell when a cog turns them, clears pop in the gem's colour with praise for clears in a row, and wins rain confetti. The look follows Butabi's Mini Casual UI Kit. A monetisation plan (not built), the first KPIs to measure, and a roadmap close the document.
Read the full chapter in the GDD (page 6)