Every Game Feature Has a Cost: Our Design Tradeoff Framework
📅 June 15, 2026✍️ Tom Reeves🏷️ Development⏱️ 5 min read
During the development of our first 30 games, we created a simple framework for evaluating features: every feature has a cost in development time, file size, or performance. If a feature costs more than it adds, it gets cut. Here's the framework.
The Three-Dimension Score
We score each potential feature on three axes: Fun Impact (1-10), Development Cost (1-10, higher = more expensive), and Performance Impact (1-10). A feature's viability score is Fun / (Cost + Performance). If the score is below 0.5, it's cut. Particle effects score 8/4/3 = 1.14 — worth it. Full-screen leaderboards score 6/8/5 = 0.46 — not worth it.
This framework killed about 40% of our planned features. The result: games that load faster, run smoother, and have no dead weight. Every feature in every game earned its place.
Here is a specific example: we considered adding screen shake to Color Rush. Screen shake gives satisfying tactile feedback when a shape hits the wrong color. It scored 7/10 on Fun Impact. But it scored 5/10 on Development Cost (it required coordinate transformation math for every object in the game) and 8/10 on Performance Impact (every frame required recalculating all positions). Fun/(Cost+Performance) = 7/(5+8) = 0.54. Just barely over the 0.5 threshold. We implemented a minimal version — 2px shake with no coordinate transforms — which dropped the cost to 3 and performance impact to 2. Final score: 7/(3+2) = 1.4. Worth it.
This framework taught us that most game features have a narrow sweet spot. Full-screen particle effects? High fun, high cost, high performance — not worth it. Tiny 4px particles that only appear on score milestones? Same fun, lower cost — worth it. The framework forces you to think about the marginal cost of quality, not just the binary presence of a feature. A feature at 80% quality for 20% of the effort is better than a feature at 100% quality for 100% of the effort, in almost every case.