Idle game documentFull Game Design

Game design document for an idle or clicker game: taps, upgrades, offline earnings, prestige and economy

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Game design document for an idle or clicker game: taps, upgrades, offline earnings, prestige and economy

Example result

Example for the Standard package

Game design document: a cosy puzzle game about running a plant shop

1. Concept

Little Greenhouse is a relaxing puzzle game for phones. The player matches seeds on a grid to grow plants, sells them in a small shop and slowly turns an empty greenhouse into a busy, beautiful one. Sessions last 3–5 minutes; there are no timers and no way to lose progress.

Audience: adults 25–45 who play in short breaks and like calm, tidy games.

2. Core loop

  1. Match: swap seeds on a 6 × 6 grid; three in a row sprout a plant.
  2. Grow: sprouted plants fill customer orders shown above the grid.
  3. Sell: finished orders give coins and stars.
  4. Decorate: stars unlock shelves, pots and new plant kinds, which add new seed types to the grid.

5. Levels (3 of 10)

LevelGoalNew elementMoves
1Grow 5 basilMatching basics20
4Fill 2 orders of mint and basilOrders with two plants22
9Clear 6 weeds, grow 8 fernsWeeds that spread each turn26

8. Economy (main currencies)

CurrencyEarned bySpent on
CoinsOrders, daily giftPots, shelves, extra moves
Stars1–3 per levelUnlocking new plant kinds

Files: Word and PDF. It is a document, not a game: we make no art, sound or code. The economy numbers are a starting point for the studio's own tests.

Client: a two-person indie studio with a prototype of a match-and-grow puzzle for phones. Task: turn their notes into a document they can build from and show to a publisher. Standard package: up to 20 pages, 10 sections, 10 levels, 8 characters and 8 interface screens, with economy tables. Excerpt below.

The client and all details are made up.

About this service

An idle or clicker game lives on its numbers: what one tap earns, how fast upgrades get pricier, what the player finds after a night away and when a reset with a bonus feels worth it. The document puts all that on paper so you or your developer can build the game and tune it. Send your theme, the platform, idle games you like and how the game should earn. You get a Word and PDF document: the core loop, upgrades, stages, characters or buildings that earn, screens and progression; from Standard a table of currencies and prices, and in Premium cost and income curves, prestige layers and a milestone plan. It is a document, not a game: no art, sound or code. The numbers are a starting point to balance with real players, not a promise of income.

What is included

  • What you getA Word and PDF document: theme and audience, the tap and the core loop, upgrades and what each one boosts, stages, characters or buildings that earn, interface screens, progression and monetization ideas, as many as your package covers. From Standard, a table of the main currencies and upgrade prices; in Premium, cost and income curves, prestige rewards, more depth in every section and a plan for building the game in milestones.
  • Tap and core loopWhat the player taps, buys and waits for
  • Upgrades and multipliersWhat each upgrade boosts and when it opens
  • Offline earningsWhat the player finds after time away, and the cap
  • Prestige and resetsWhen starting over with a bonus pays off
  • Ads and purchasesRewarded ads, boosts and a no-ads option, as ideas

How it works

  1. 1
    IdeaYou send the theme, the platform and idle games you like
  2. 2
    LoopWe describe the tap, upgrades, stages and resets
  3. 3
    DeliveryYou get the document in Word and PDF on the order page
  4. 4
    ChangesYou read it and ask for changes within your package

What we need from you

The theme in a sentence or two (a bakery, a mine, a space colony), the platform, two or three idle or clicker games you like and what you would change, whether play should be mostly tapping or mostly waiting, how long and how often people should play, how the game should earn (rewarded ads, purchases or a one-time price) and any limits, such as one person building it or 2D only. You may attach notes, sketches or a draft as images, Word or PDF files, up to 3.

We will ask you:

  • What is the theme of the game?
  • Platform and how people play
  • Which idle or clicker games do you like?
  • How should the game earn?
  • Should there be resets with a bonus?

Compare packages

PackagesBasicIdle concept, up to 8 pages$17StandardIdle design document, up to 20 pages$35PremiumFull idle document, up to 35 pages$69
Deadline2 days3 days5 days
Revisions123
Pagesup to 8up to 20up to 35
Sections61014
Levels describedup to 3up to 10up to 20
Characters or unitsup to 3up to 8up to 15
Interface screensup to 4up to 8up to 15
Economy tablesNomain currencies and pricescurrencies, rewards, costs and progression curve
GenreIdle or clickerIdle or clickerIdle or clicker
Order BasicOrder StandardOrder Premium

Payment protection

You pay when you order, but the money is released only for accepted work.

  • Fixed priceThe package price does not change after you pay.
  • The money is reservedWhen you pay, the amount is only reserved. It is released to the service once you accept the work.
  • Checked before deliveryEvery result goes through a quality check before it reaches you, and you see it on the order page before accepting it.
  • Free revisionsAsk for changes within your brief as many times as the package allows.
  • Acceptance after 3 daysIf within 3 days of delivery you neither accept the work nor ask for changes, it is accepted automatically. If you write in the order chat after delivery, the order waits; once we answer, we may start the 3 days again and will say so in the chat.
  • Redo or a full refundIf the result does not match your brief and the revisions did not fix it, or the work takes more than twice its deadline, write in the order chat: we will redo the work or refund the payment in full.
How it works →

Questions and answers

Will you make the game?

No. It is a document: the concept, mechanics, levels and the rest in words and tables. Art, sound and code are not included; you or your developer build the game from it.

Do you give numbers for every upgrade?

In Basic the document explains in words how prices and income grow. From Standard you get a table of the main currencies and prices, and in Premium cost and income curves for upgrades and prestige. They are a starting point to tune in playtests, not a finished balance.

Do the economy tables mean the game will earn?

No. The numbers and monetization ideas are a starting point to test and balance with real players, not a forecast of income.

Does a simple clicker need prestige?

Not always. For a short or casual game we can describe it without resets, or leave prestige for a later update. Say what you prefer in the brief.

Can it be like an idle game I play?

A mechanic you like can be a reference, but the design stays your own: we do not copy another game's characters, names, story or art.

Did not find your answer?

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