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Gameplay requirements

Funox players are casual, time-constrained, and arrive from category pages or search. Your game has roughly 30 seconds to convince them to stay.

Onboarding

  • Land the player in active gameplay immediately.
  • A maximum of one click is allowed before gameplay starts (e.g., a "Play" button).
  • Avoid splash screens, intro logos, and walls of text.
  • If a tutorial is necessary, deliver it inside gameplay — the first level is the tutorial.

Controls

  • Controls must be intuitive on every supported device: touch, mouse, and keyboard.
  • Show a brief, dismissable control hint on first launch.
  • Do not bind to keys that conflict with browser shortcuts (Ctrl+W, F5, etc.).
  • Disable browser context menus during gameplay if right-click is used.

Core loop

A strong Funox game has:

  1. A clear short-term goal visible within seconds.
  2. Frequent feedback (visual, audio, score).
  3. Smooth difficulty ramping — easy first minute, deeper later.
  4. A reason to come back: progression, leaderboards, daily content, etc.

Session length

Funox sessions average 3–10 minutes. Design for short bursts:

  • Quick rounds, levels, or runs that can be completed in under 2 minutes.
  • Auto-save progress between rounds.
  • Allow the player to drop in and out without losing state.

Difficulty

  • The first 60 seconds should be winnable by anyone.
  • Introduce mechanics one at a time.
  • Provide difficulty options when appropriate.

Originality

  • Game name, art, music, and core mechanics must be original or properly licensed.
  • Clones of trending titles will be rejected.
  • AI-generated assets must be confirmed as commercially usable; placeholder AI art is not acceptable.

Age appropriateness

  • All games must be PEGI 12 / general-audience compliant.
  • No graphic violence, sexual content, drug use, or real-money gambling mechanics.
  • Light cartoon violence is acceptable.

Anti-patterns to avoid

  • Dark patterns that trick players into clicking ads or sharing
  • Confirmation dialogs that mislead the player
  • Disabled close buttons on prompts
  • Forced social-share gates before allowing play
  • Any UI that pretends to be a system dialog