Ludo Atlas · Getting Started · Your First Game¶
Getting Started. The goal is not to make a good game, but to make a game that is finished. The ability to "finish" is worth more than any single technical point. This page gives a complete 30-day plan at 2-3 hours a day.
1. Set the Rules First¶
- Scope: small enough for one person to finish in 2-6 weeks. Write the ceiling onto a single page: 1 core mechanic, 3-5 levels, 15-30 minutes total playtime.
- Assets: your first game is allowed to use free assets throughout (see Resources).
- Bar: playable, completable, has sound effects, a title screen, an ending screen, and can be shared with friends.
- Bans: no multiplayer, no open world, no personal dream project (that is for your second game).
2. Pick a Project¶
Choose one from the list below; do not invent a new one:
| Project | Difficulty | What You Will Practice |
|---|---|---|
| Breakout / Space Invaders | ★ | Input, collision, loops |
| Platformer (3 levels) | ★★ | Game feel, level pacing |
| Top-down shooter (wave survival) | ★★ | Enemy spawning, balance |
| Sokoban-style puzzle (10 levels) | ★★ | Mechanic design, undo |
| Endless runner | ★★ | Procedural generation, difficulty curve |
| Small-scale tower defense (5 waves) | ★★★ | Balance, UI, state machines |
3. The 30-Day Calendar¶
Week 1: Minimum Playable
| Day | Task |
|---|---|
| 1 | Install the engine, complete the official getting-started tutorial, set up a repository |
| 2 | Character can move + one core action (jump / shoot / push) |
| 3 | First enemy or obstacle + win and lose conditions |
| 4 | Complete main loop: start, play, die, restart |
| 5-7 | Tune the core mechanic until "you are willing to replay it yourself" |
Week 2: Content and Pacing
| Day | Task |
|---|---|
| 8-10 | Build 3-5 levels/waves with rising difficulty |
| 11-12 | Clear conditions, scoring, progress saving |
| 13-14 | First playtest with someone else; log every sticking point and confusion |
Week 3: Presentation and Polish
| Day | Task |
|---|---|
| 15-16 | Sound effects and music (assets will do); fill in feedback (hits, scoring) |
| 17-18 | Screen adaptation, title screen, pause menu |
| 19-20 | Fix issues from playtest feedback; performance checks (play on the target device) |
| 21 | Freeze content; fix bugs only |
Week 4: Release
| Day | Task |
|---|---|
| 22-23 | itch.io page: name, description, 3 screenshots, 1 GIF |
| 24-25 | Package a Windows build (add a web build if you have energy left); write the controls documentation |
| 26-27 | Share at a small scale, collect feedback, fix the last batch of issues |
| 28-30 | Release; write a postmortem (use the Postmortem Template); start thinking about the next one |
4. The "Finished" Acceptance Checklist¶
- A new player can learn the controls within 5 minutes (without you explaining beside them).
- From launch to completion, there are no freezes or crashes anywhere.
- There is a title screen and an ending screen; it is clear whether you "won / lost".
- There is sound, and it can be turned off.
- It runs on someone else's computer (not just your development environment).
- There is a shareable link or file.
- You wrote a postmortem for it.
Tick all of the above and the first game counts as finished. If one or two items are missing, go fill them in; do not start a new project.
5. Common Failure Modes and Countermeasures¶
| Failure mode | Symptom | Countermeasure |
|---|---|---|
| Scope explosion | "Let's add multiplayer too" | Log every idea in the "next game" list |
| Tutorial hell | 3 hours of tutorials, 5 minutes of coding | Write code for 1 hour each day before you allow yourself tutorials |
| Engine-switching addiction | Still choosing an engine in week 3 | Go back and read the last section of the Engine Selection Guide |
| Perfectionism | Redrawing the protagonist over and over | Asset freeze day: day 15 |
| Not shipping | "A bit more polish" | Put the release date in the calendar; as non-negotiable as a promise to a friend |
| Giving up when nobody bites | The first project gets no attention | The goal of a first project is to "learn to finish", not to "succeed" |
6. After Release¶
- Write a postmortem (data + feelings + adjustments for next time) and save it in the postmortems section.
- Take the three things you most want to change from the postmortem as practice goals for your second game.
- Keep the second project within double the scope. Progress step by step until you can handle your dream project.
Further Reading¶
- Learning Paths: fit "making games" into your long-term plans.
- Production Handbook: the proper way to do scope control.
- Multi-platform Launch: for when you want to push your work out through more formal channels.