There are programs that can be used to make fun games.There are some things to keep in mind when making your first few games.
Step 1: You have a sense of scope.
Go for what you know is within your boundaries.Don't rush your product but at the same time do not take forever on unimportant details.Plan it out and stop halfway through if you can't afford it.
Step 2: Storyline:
We're here because of it.Pay attention to your storyline if you aren't making an open-world game.As often as possible, find ways to make it more interactive.A great storyline can save a game.A bad storyline can kill a game.The player is going to be following this for 20 to 80 hours.They will drop the story if they don't like it in the first couple of hours.
Step 3: Allow some freedom.
You need to have optional dungeons and bosses even in the most linear of games.People like to take on new challenges.Don't deny them that.
Step 4: An atmosphere is created.
If a game's setting, mood, and so on are unfamiliar to the player, make sure it fits and is crafted carefully.A broken atmosphere and a lack of atmosphere can make the player feel disconnected from the story and ruin the experience for the audience.Your game can draw the audience in if it's done right.
Step 5: Think about your choices.
Even if you don't make a game with branching dialogue options or multiple endings, it's still a good idea to consider choice and imagine where it might fit into the game.You can look at the story from the player's perspective.Even if he's on their side, are players really going to like the new NPC?If not, don't make the party constantly take actions to keep that NPC in the spotlight, or have a character with an unfriendly disposition interact a little more with the NPC than others to give some satisfaction back to the player.
Step 6: Look at the end game content.
It's like the cherry on top.They will applaud you for taking on more challenges if you are able to explore and find more.It keeps players interested in your game after the big baddie.They'll be more likely to spread the word about your game if they know about it.
Step 7: It is necessary to balance everything.
Something isn't right if players have to grind at certain parts of the game to stay on par.
Step 8: The focus needs to be on the core.
Regardless of what your core gameplay is, make sure it holds up and stays varied within its bounds.If you use a quest system as well.It is important to keep the quests interesting.
Step 9: Don't make characters that are n-dimensional.
There is an issue of being n-sided for most original characters.No matter how many characteristics you add, the character will always feel lacking in certain areas.It is understandable that a character has an infinite number of faucets to their personality.Pick a theme for the character and then work from there.
Step 10: Allow the MC to speak.
Let the player make their own character.The main character probably won't be leaving the player's sight, so make sure it is someone they like.
Step 11: Juxtaposition is very important.
A dark sorrowful story can't stay that way for too long and no character is able to stay depressed for long without doing something drastic.Don't kill the atmosphere by showing that they are still human.
Step 12: If justified Angst is fine.
The main issue with angsty characters in games these days is that they don't have a lot of angst about or the source of their emotional tension is not addressed or expressed well.The player will show some respect for them if they keep their motives personal and their angst justified.
Step 13: Work with an artificial intelligence.
You have an easy quest that you forgot to complete in one of the earlier towns, and you want to finish it off, even if you don't understand the game.The enemies are scaled to your level in order to keep the quest relevant at this stage of the game.This isn't necessary in every game, but it works wonders in Final Fantasy XII, where backtracking is inevitable.
Step 14: You can try using Easter eggs.
These are fun to find and digest.They told the player that they had fun making the game and put their heart into it.
Step 15: The main villain needs to be active.
There is something wrong if the main villain doesn't react to the players.Major events need a response but may be small.In the end, the main villain is also a character.
Step 16: There are also minor villains.
This does not say anything.The smaller story arcs that span from town to town need a villain.Make sure they are not just token characters.
Step 17: You can use a soundtrack.
If you can, make sure the basic tune can portray the main themes of the story.
Step 18: You can make your world more active by creating events.
A basic example of this is the optional sidequests that pop up in towns.A dragon flying from the cave you just left to attack the party's hometown can be tied to the main storyline.It could be something as subtle as changing the dialogue in a given town after a short scene in another town.You can mix it up and come up with your own.
Step 19: The character's motivation should be personal.
Saving the world is wonderful, but do you really need that kind of plot device?If the final boss isn't going to destroy the world, then you should rethink your character's motives and work on the story from there.
Step 20: There is a good sense of aesthetic.
Allow your game to have its own style and feel.New-age graphics don't make a game inherently fun, but a good sense of aesthetic can help the player get into the storyline.
Step 21: Combat should be consistent as possible.
It is equally frustrating to lose to a random encounter because of a lucky status effect as it is to have that one lucky critical strike win a tough boss fight.Make the combat system constant and adjust it with luck.
Step 22: Key quest are not fun.
Don't make the player go on a scavenger hunt for an objective in order to keep them aware of the game's current main objectives.
Step 23: Don't use fodder enemies.
If a player in the middle of the game can clear an encounter with a round of AoE spells without even thinking then they are doing something wrong.The idea is to use easy, if handled correctly, encounters so as to not upset the balance of power.
Step 24: Justify the encounters.
Make sure you test the rng for the old random encounter system.Try to find a way that will allow for fast dungeon crawling.
Step 25: Keep the dungeon interesting.
These maps and dungeons are confusing and waste the player's time with dead ends and long linear corridors.If you're going to create a labyrinth, don't waste the player's time.