Andres Valbuena
Astronomy minigame: a constellation over the night sky

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Game Designer · Visual novel game jam

It Starts With a Summon

Game jam

I designed all 4 classroom minigames for It Starts With a Summon, a magic academy visual novel with 3 romance routes, and wrote the design document the team built them from.

minigames, each a different skill type
4
in-game days of difficulty scaling
5
romance routes the minigames feed
3
Role
Game Designer
Tools
Google Docs, Ren'Py
Project
Game jam visual novel
Deliverable
Full minigame design doc
Astronomy minigame screen
Astronomy: recreate the constellation from memory, with more decoy stars each day.

What I did

Minigames and story access

I gave each minigame its own fantasy. Astronomy is learning the myths written in the stars. Herbology is proving you out-think a rival. Spells is mastering raw power. Potions is picking a gift someone will love. I gave each a different skill type, memory, deduction, timing and intuition, so no two feel like reskins. Good scores unlock bonus scenes, and every player can finish every route.

Spells minigame with a power meter
Spells: release the cast when the wave hits the sweet spot.

The four minigames

  • Astronomy (pattern memory) builds Myth for Keith's route.
  • Herbology (deduction) builds Science for Riven's route.
  • Spells (timing) builds Arcane for Aldric's route.
  • Potions (intuition) crafts gifts for the affection system, using hints seeded in dialogue.
Potions minigame with an ingredient shelf and cauldron
Potions: read each character's taste from dialogue hints.

Minigame design document

The 9-page document the team built all four minigames from.

  • Design philosophy: skill as progression, performance as flavor, and juice
  • For each minigame: how it works, difficulty across five days and scoring tiers
  • Narrative payoffs per route, asset lists and scope fallbacks for the jam
Minigame design document: design philosophy and Astronomy minigame pages
Design philosophy and the Astronomy minigame, pages 1 and 2.

More detail

Writing for jam scope

Every minigame section lists a minimum viable version, a juice list ordered by impact against cost, and assets split into required and stretch. The implementation order runs from simplest to most complex, so the team could cut without losing a complete game.