Midjiwans Game Design Principles
summary
Solo-built mobile turnbased strategy turned multi-platform hit (iOS, Android, Steam, Switch, preinstalled in Teslas) and a seven‑point rulebook: a clear reason to exist rather than cloning; make mechanics playable as wireframes and UI delightful; practice Temptation and desire by gating resources (cactus requires Organization tech) so players want keys before finding them; force challenging choices (city upgrade vs unit); prefer rewards over punishments (ruins give good outcomes); use informative art (unit shells, poison spikes); and apply Reduction to essence until the game is simple and strategic.
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chapters (9)
- 0:00Midjiwan and Polytopia intro
- 1:53Reason to exist in design
- 6:10Smart pretty design principles
- 8:36Temptation in gameplay
- 13:15Challenging player choices
- 16:29Happiness over punishments
- 18:38Informative art and clarity
- 22:17Reducing game mechanics
- 25:51Q&A
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