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.
The Cost Nobody Counts: Maintenance
When we evaluate a feature, the cost we weigh most heavily is not the time to build it — it is the time to maintain it for the life of the game. A flashy particle system might take a day to write, but it becomes something we have to keep working across every browser update, every new device, and every future change to the game. A feature is not "done" when it ships; it is a permanent line item. This is why our default answer to a new feature is no, and the feature has to earn its way past that default by proving it adds more value than the ongoing maintenance burden it creates.
Reversible vs Irreversible Choices
We sort design decisions into two buckets. Reversible choices — a color, a difficulty curve, a sound effect — we make quickly and fix later if they are wrong, because the cost of being wrong is small. Irreversible choices — the core control scheme, the fundamental scoring model, the data structure the whole game is built on — we agonize over, because changing them later means rewriting the game. Spending equal deliberation on both kinds is a common trap; the skill is recognizing which bucket a decision falls into and allocating your worry accordingly.
When We Break Our Own Rules
Frameworks are guidelines, not laws. We have shipped features that violated our own tradeoff framework because a game genuinely needed them to feel right, and feel is not always quantifiable. The framework exists to make the default decision fast and defensible, not to override judgment when a game clearly demands something more. A good rule tells you when you are breaking it, which is exactly the point at which you should stop and make sure the exception is worth it.