14 KiB
Game Design Decisions - Neural Nexus
This document records all major design decisions made during development, including the rationale behind each choice and alternatives considered.
Table of Contents
- Core Concept Decisions
- Visual Design Decisions
- Gameplay Mechanics Decisions
- Technical Architecture Decisions
- User Experience Decisions
- Performance Decisions
Core Concept Decisions
Decision 1: Neural Network Theme
Date: June 2025
Decision: Build a puzzle game around neural network connectivity patterns
Rationale:
- Contemporary Relevance: AI and neural networks are highly topical and engaging
- Visual Appeal: Network patterns provide rich visual possibilities
- Educational Value: Introduces players to AI concepts in accessible way
- Differentiation: Unique theme in puzzle game market
Alternatives Considered:
- Traditional electrical circuits (too technical)
- Social network connections (overused theme)
- Abstract geometric patterns (lacks narrative hook)
Impact: Defines all visual design, mechanics, and marketing messaging
Decision 2: Puzzle Game Genre
Date: June 2025
Decision: Focus on connection-based puzzle mechanics rather than action or strategy
Rationale:
- Accessibility: Easy to learn, hard to master appeals to broad audience
- Performance: Puzzle games can achieve 60fps more easily than action games
- Development Scope: Manageable for single developer
- Replay Value: Procedural level generation provides infinite content
Alternatives Considered:
- Real-time strategy with neural networks (too complex)
- Action game with network building (performance concerns)
- Educational simulation (limited audience appeal)
Impact: Shapes all gameplay systems and difficulty progression
Visual Design Decisions
Decision 3: Glassmorphism UI Style
Date: June 2025
Decision: Use modern glassmorphism design with blur effects and transparency
Rationale:
- Contemporary Feel: Aligns with current design trends
- Neural Theme: Glass/transparency suggests data flow and connectivity
- Depth: Creates visual hierarchy without overwhelming gameplay
- Premium Feel: Elevates game above basic web games
Alternatives Considered:
- Flat material design (too generic)
- Skeuomorphic style (outdated, performance heavy)
- Minimalist approach (lacks visual appeal)
Technical Implementation:
.game-element {
background: rgba(0, 0, 0, 0.3);
backdrop-filter: blur(10px);
border: 1px solid rgba(255, 255, 255, 0.1);
}
Impact: Defines entire visual language and CSS architecture
Decision 4: Color Palette
Date: June 2025
Decision: Cyan (#00d4ff) and magenta (#ff00ff) as primary colors with dark background
Rationale:
- High Contrast: Excellent visibility for gameplay elements
- Tech Aesthetic: Evokes computer/digital themes
- Accessibility: Colors remain distinguishable for colorblind users
- Energy: Vibrant palette creates engaging atmosphere
Color System:
:root {
--neural-cyan: #00d4ff; /* Primary brand, connections */
--neural-magenta: #ff00ff; /* Secondary brand, effects */
--source-green: #00ff64; /* Source nodes */
--target-orange: #ff6400; /* Target nodes */
--background-dark: #0a0a0a; /* Deep background */
}
Alternatives Considered:
- Blue/green scheme (less energetic)
- Monochromatic approach (less visual interest)
- Warm color palette (doesn't match tech theme)
Impact: Affects all visual elements and particle effects
Decision 5: Particle Effects System
Date: June 2025
Decision: Use DOM-based particles with CSS animations for connection feedback
Rationale:
- Performance: CSS animations are hardware accelerated
- Simplicity: Easier to implement than Canvas-based particles
- Flexibility: Easy to modify colors and timing
- Browser Support: Works across all target browsers
Implementation Pattern:
function createParticleEffect(x, y) {
for (let i = 0; i < 10; i++) {
const particle = document.createElement('div');
particle.className = 'particle';
// CSS handles animation and cleanup
}
}
Alternatives Considered:
- Canvas-based particles (more complex, potential performance issues)
- WebGL effects (overkill for simple feedback)
- No particles (lacks satisfying feedback)
Impact: Enhances user feedback and visual polish
Gameplay Mechanics Decisions
Decision 6: Click-and-Drag Connection System
Date: June 2025
Decision: Players connect nodes by dragging from one to another
Rationale:
- Intuitive: Natural gesture that users understand immediately
- Cross-Platform: Works identically on mouse and touch devices
- Precise: Allows deliberate connection choices
- Satisfying: Physical drag motion feels rewarding
Interaction Flow:
- Mouse/touch down on source node
- Drag with visual preview line
- Release on target node to create connection
- Visual and particle feedback on success
Alternatives Considered:
- Click-to-select, click-to-connect (less intuitive)
- Keyboard-based selection (poor accessibility)
- Hover-based connections (accidental triggers)
Impact: Defines core interaction model and input handling
Decision 7: Progressive Difficulty Scaling
Date: June 2025
Decision: Gradually increase nodes and connections while decreasing time
Rationale:
- Learning Curve: Allows skill development without frustration
- Engagement: Maintains challenge as players improve
- Retention: Players feel progression and accomplishment
- Flexibility: Algorithm can be tuned based on player data
Scaling Formula:
const nodeCount = Math.min(5 + Math.floor(level * 0.7), 12);
const timeLimit = Math.max(45, 60 - Math.floor(level / 3) * 2);
Alternatives Considered:
- Fixed difficulty levels (less engaging progression)
- Player-selected difficulty (analysis paralysis)
- Adaptive difficulty based on performance (too complex)
Impact: Shapes long-term player experience and retention
Decision 8: Pattern-Matching Victory Condition
Date: June 2025
Decision: Players must recreate exact dotted pattern shown on screen
Rationale:
- Clear Objective: No ambiguity about goals
- Visual Guidance: Dotted lines provide clear instruction
- Scalable Complexity: Patterns can become arbitrarily complex
- Immediate Feedback: Players know progress toward completion
Victory Detection:
function checkLevelComplete() {
const madeConnections = gameState.connections.map(/* normalize */);
const targetConnections = gameState.targetPattern.map(/* normalize */);
return targetConnections.every(target =>
madeConnections.some(made => arraysEqual(made, target))
);
}
Alternatives Considered:
- Minimum spanning tree (too mathematical)
- Creative/artistic freedom (no clear victory state)
- Score-based completion (less satisfying)
Impact: Defines level generation and completion logic
Technical Architecture Decisions
Decision 9: Vanilla JavaScript Implementation
Date: June 2025
Decision: Build with vanilla HTML5/JavaScript without external frameworks
Rationale:
- Performance: No framework overhead, maximum control
- Simplicity: No build process, immediate deployment
- Learning: Deeper understanding of web technologies
- Maintenance: No framework dependency updates or breaking changes
Architecture Pattern:
// Single global state object
let gameState = { /* all game data */ };
// Class-based entities
class Node { /* node behavior */ }
class Connection { /* connection behavior */ }
// Functional game logic
function gameLoop() { /* main update cycle */ }
Alternatives Considered:
- React (unnecessary complexity for game)
- Vue.js (simpler but still overhead)
- Game frameworks (Phaser.js - too heavy for simple puzzle)
Impact: Affects all code organization and deployment strategy
Decision 10: Canvas 2D Rendering
Date: June 2025
Decision: Use HTML5 Canvas 2D API for game graphics
Rationale:
- Performance: Direct pixel control, smooth 60fps achievable
- Flexibility: Complete control over rendering pipeline
- Browser Support: Excellent compatibility across devices
- Features: Sufficient for 2D graphics needs
Rendering Loop:
function gameLoop() {
// Clear canvas
ctx.clearRect(0, 0, canvas.width, canvas.height);
// Draw game elements
drawTargetPattern();
gameState.connections.forEach(conn => conn.draw());
gameState.nodes.forEach(node => node.draw());
requestAnimationFrame(gameLoop);
}
Alternatives Considered:
- WebGL (overkill for 2D puzzle game)
- DOM manipulation (performance limitations)
- SVG graphics (harder to animate smoothly)
Impact: Determines rendering performance and visual capabilities
Decision 11: Client-Side Only Architecture
Date: June 2025
Decision: Build as purely client-side application with no backend
Rationale:
- Simplicity: No server setup, maintenance, or costs
- Privacy: No user data collection or storage
- Performance: No network latency for gameplay
- Deployment: Static hosting is simple and reliable
Data Storage:
- Game state: In-memory during session
- Settings: localStorage (future feature)
- Scores: localStorage (future feature)
Alternatives Considered:
- Backend with user accounts (unnecessary complexity)
- Cloud save synchronization (premature optimization)
- Multiplayer features (future consideration)
Impact: Simplifies deployment and maintenance significantly
User Experience Decisions
Decision 12: Mobile-First Responsive Design
Date: June 2025
Decision: Design primarily for mobile devices, enhance for desktop
Rationale:
- Usage Patterns: Puzzle games popular on mobile devices
- Touch Optimization: Ensures excellent mobile experience
- Accessibility: Larger touch targets benefit all users
- Market Reach: Mobile-first approach captures broader audience
Implementation:
/* Mobile-first base styles */
.game-element {
padding: 12px; /* Minimum 44px touch targets */
font-size: 1.2rem;
}
/* Desktop enhancements */
@media (min-width: 768px) {
.game-element {
padding: 8px;
font-size: 1rem;
}
}
Alternatives Considered:
- Desktop-first design (poor mobile experience)
- Separate mobile version (maintenance overhead)
- Mobile-only approach (limits audience)
Impact: Influences all UI design and interaction patterns
Decision 13: Minimal Onboarding
Date: June 2025
Decision: Teach through gameplay rather than explicit tutorials
Rationale:
- Immediacy: Players start playing immediately
- Discovery: Learning through exploration is more engaging
- Simplicity: Core mechanics are intuitive enough
- Accessibility: Works for users who skip tutorials
Onboarding Elements:
- Clear visual instructions in welcome screen
- Dotted line patterns provide implicit guidance
- Simple early levels teach mechanics naturally
- Immediate feedback reinforces correct actions
Alternatives Considered:
- Step-by-step tutorial (interrupts flow)
- Video introduction (loading overhead)
- Practice mode (unnecessary complexity)
Impact: Affects first-time user experience and retention
Performance Decisions
Decision 14: 60fps Target on Desktop
Date: June 2025
Decision: Optimize for consistent 60fps on mid-range desktop hardware
Rationale:
- User Experience: Smooth animations feel premium
- Competitive Advantage: Many web games neglect performance
- Technical Excellence: Demonstrates development skill
- Accessibility: Works well on older hardware
Optimization Strategies:
- Efficient Canvas clearing and drawing
- Throttled event handlers (mousemove, touchmove)
- Object pooling for particles
- Minimal DOM manipulation during gameplay
Performance Budget:
- Frame time: <16.67ms (60fps)
- Memory usage: <100MB desktop, <50MB mobile
- Load time: <3 seconds on 3G connection
Alternatives Considered:
- 30fps target (less smooth experience)
- Variable framerate (inconsistent feel)
- No performance optimization (poor user experience)
Impact: Influences all technical implementation decisions
Decision 15: Graceful Degradation Strategy
Date: June 2025
Decision: Maintain core functionality on older devices with reduced effects
Rationale:
- Accessibility: Includes users with older hardware
- Market Reach: Broader device compatibility
- Reliability: Consistent experience across platforms
- Future-Proofing: Won't break on edge cases
Degradation Hierarchy:
- Core gameplay (always preserved)
- UI responsiveness (maintained on all devices)
- Particle effects (reduced on slow devices)
- Visual effects (simplified if needed)
Implementation:
// Performance-based feature toggling
if (averageFrameTime > 20) {
// Reduce particle count
particleSystem.maxParticles = Math.floor(particleSystem.maxParticles * 0.5);
}
Alternatives Considered:
- High-end only optimization (excludes users)
- No degradation (breaks on slow devices)
- Multiple versions (maintenance overhead)
Impact: Ensures broad accessibility and device support
Decision Review Process
Monthly Review Schedule
Each month, review all documented decisions for:
- Continued Relevance: Do decisions still make sense?
- Performance Impact: Are decisions achieving intended goals?
- User Feedback: Do decisions align with actual user behavior?
- Technical Evolution: Have new technologies made decisions obsolete?
Decision Update Process
When updating decisions:
- Document what changed and why
- Note impact on existing implementation
- Plan migration strategy if needed
- Update related documentation
- Communicate changes to stakeholders
Success Metrics
- User Satisfaction: Positive feedback on design choices
- Performance Goals: Meeting established benchmarks
- Development Velocity: Decisions support rather than hinder progress
- Technical Debt: Decisions age well without major refactoring
Last Updated: June 2025
Next Review: July 2025
Document Owner: Development Team