Brainstorming an idea
Finding the right idea.
Team composition
The game you are making must fit the team. Adapt what you propose so that it works with your team composition and strengths.
Example:
- Your team has 5 artists but 0 designers: make your game rely on visuals, and keep the gameplay interaction as simple as possible (e.g. Journey, Abzu)
- Your team has 4 coders, 1 designer and 0 artists: make a technically-focused (but less visually appealing) game (e.g. Tetris, World of Goo)
Scope and focusing your idea
Be wary of scope as well: it’s better to aim for less and do it right than to run out of time or rush your game over the finish line.
To that effect, I strongly recommend focusing on 1 core mechanic. “The core mechanic in a game will usually be the purposeful interaction that occurs the most frequently. In a platforming game, this is usually jumping. In a shooter, it is usually shooting.” (Charmie Kim, read the article here).
Example:
- Tiny Wings (Andreas Illiger, 2011): has 1 mechanic (jump), 1 button (press the screen), and could easily be built in a short amount of time.