I already made a poll, and ~80%~ of the voters wanted me to make a guide, so here it is!
Try not making a simple idea, then making it sloppy, which is probably why you delete them, because you don’t like it. Having 10 bad/mid games is worse than 1 awesome one and this applies to a lot of things in life, not just Gimkit Games.
So try planning it , think of an idea. Think of details, plans, easter eggs and all the criteria of making a good game, then make it, with your list, so it turns out good.
Think :
Is it neat ?
Does it have details ?
Does it have side quests ?
Does it have a clear main story and instructions?
Is it eye-catching and unique ?
If it has most of those or all of them, your map should be pretty good.
At this point, even if it is a good game and you end up publishing it, you need to…
- Test for bugs every once in a while.
- Playtest it
- (OPTIONAL) Get your friends to play it! They can usually find or rate your guide differently as they didn’t make it, their input could be helpful!
If you need ideas, but want them to be unique, try this…
- Search up on Google or Safari (or some other web browser) and look at games, then narrow it down to games that could be made in GKC and/or are fun and easy to make
- Think of games you’ve played before, and try to recreate it, or just make a variation of it.
- Maybe even try to combine multiple games into one! You can always look at other Gimkit Discovery games for ideas.
If you need ideas, but don’t necessarily want them unique, try this…
This text is blue, click on it to bring you to the guide. As you can see (or will see) there are many options, you could recreate one of those options, combine them, or use them as inspiration.
Remember, ideas are endless
Examples for Above
Neat:To conclude if something is neat, make sure there are no random or misplaced props in the middle of the map, it also helps while during editing, that all or some of the devices are somewhat close together so you don’t have your gim running a marathon to get to a certain device
Details: Your map should stand out, meaning maximum effort. If there’s a stairway for example, and it’s just terrain, maybe add some windows, some flower pots, and other props just to make it look a little better, even if the player doesn’t directly notice some details, it will look a lot better if you just add a few more props here and there. Make sure the props fit the mood!
Side Quests: There should generally be a tiny adventure the gim can go on to earn more currency in the game or some other sort of advantage, it could be like minigames, or like finding certain things, there’s not much to it!
Clear Main Story + Instructions: Instructions don’t have to be in the game, but a little tip here and there for the player to know what they’re doing can’t hurt (or can it ). You could have a tutorial in the start, or little pieces of text explaining what to do so the player doesn’t rage . For the main story, there should always be a main set path, unless you’re making an Open-World game, and you have to make sure the player knows what the main story actually is
Eye-Catching: You need to catch eyeballs . Maybe have some thought into the map name and description, have a good thumbnail that represents your game so people will click on it! No point of doing the above if no one plays your game (other than honor and integrity but yeah…).
Image-based ideas
Neat:
Before After
Details:
Before
After
This concludes “The Stachian way of good map-making”, I hope you enjoyed it and it helped you, and until next time.
Time to go rob a ba- Wait, and I still on here writing?