- 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
What I did
- Designed 4 minigames around 4 skill types: pattern memory, deduction, timing and intuition.
- Scaled the difficulty of each across 5 in-game days.
- Tied each class to a stat that unlocks bonus scenes on one romance route.
- Kept every route completable no matter how the player scores.
- Wrote minimum versions, juice priorities and an implementation order for jam scope.
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.
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.
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
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.