Bad Snacks

is a list of bad snacks. Each title is a link to a bad snack.

* Predictable and Bad Pacing
* Misuse of Quick Time Events | Throwing the player of the flow of the game
* Simplifying the sequel reduces a franchise's impact
* Overdevelopment - Too much nonesense
* How the uncanny valley can destroy amazing graphics
* Super Fun Game: Extreme Ads Edition - Bad Ad Design Can Ruin a Game
* Ignoring The Narrative - Takes The Player Out Of Immersion
* Meaningless Decisions Frustrate Players
* Use cutscenes as fillers - will lower interactions and bore players
* Explicit Tutorial Levels Unnecessarily Delay The Fun
* Porting a game to an unsuitable platform may lead to cumbersome player controls
* Buggy Core Mechanic
* Backtracking Can Create A Disconnect for the Player
* Break the Feeling of Progression in Game
* Un-skippable Cutscenes | Leads to Player Frustration
* Problematic input design - Can interfere with game play experience
* User Interface: Distracting and Uncreative
* Excessively Large Levels can Lead to Inconsistent Pacing
* Rushing Things to Enhance Game Play
* Too Difficult puzzles can frustrate a player
* Players have to reset games to get bonus – makes players waste their time to repeat same games again and again
* The algorithm is stacked against you!
* Substantial\_Difference\_in\_Player's Skill Level
* Gain Experiences only with A Way | make the game as routine
* Game objects doesn't make the player believe in the game's environment.
* Clunky controls ruin your gameplay experience
* Switching music tracks on common actions is annoying
* Dialogue Trees to Nowhere - Distract from the Story
* Blatant copy-pasting - bores the player and breaks immersion
* Repetitive Quest Design Leads to Monotonous Gameplay
* Emphasizing Player Use of a Useless or Detrimental Mechanic
* Incomplete game / money grab DLC
* Clunky Climbing Mechanics frustrate players
* Continuous Action Without Choices | Makes a Game Stale for Players
* Poor sound design disrupts player immersion
* In game menu shortcuts need to be fluid to prevent immersion disconnect
* Difficult to quit games - frustrate player after game experience
* Blatantly Favoring One Play Style Over Another | Leaves Frustration in Some Players
* Forcing the player to complete a minigame | Leads to frustration, boredom and bad pacing
* Disconnection between core mechanics and visual feedback can cause loss of immersion and dissatisfaction
* Vulgar Elements in Games
* Bind on Pickup System | players take more time for the game.
* Too many interaction. Too many confusion.
* No information on game controls
* Changing things in sequels without need - Ruins the original feel of the game
* Seemingly significant features in puzzle games turn out to be meaningless
* Small Font Size - Leads to frustration
* Poor Inventory Management
* Limited access(often no access) to gameplay elements
* Item-Gated – Frustrating to the Player
* Spend money to get benefits in competitive game
* Complex key combinations - Frustrates user while executing the comand
* Clippy the Narrator
* Content Bloat Overwhelms and Frustrates the Player
* Bad side quest design...Compromises the player experience
* Too many occupations
* Long introductions before gameplay
* Respawn items at check points | breaks a game balance
* Downtime in games - drives players elsewhere
* Too much imformation - hard to navigate
* Bad Flirting - Makes Players Hate Their Own Character
* Enforced Group Content
* Poor Ally AI
* Erroneous player controls, cause disconnect from gameplay
* Interrupting Tutorials/Messages
* There is such a thing as too much visual feedback
* What Do I Do Now? Middle-Ground between Hand Holding and Being on One's Own
* Force players to go online
* Good Job Crafting that Rusty Dagger
* Zero Tutorials
* Bad stories
* Latency issues due to bad server maintenance.
* Bad matchmaking in some multiplayer games cause players to loose interest.
* Main path isn't distinguished from side paths.
* Simulator games missing basic mechanics
* Advertising popping out in the wrong time, place or amount
* Game does not save players choices of UI or game-elements
* Unidentifiable Playspace Limit - Frustrates Players
* Loading time is too long - Keep players waiting
* Random factor effect too much in the game - makes the game feel like gamble
* More Doesn't Mean Better
* Traveling In-Game With Little In Between
* Cumbersome UI Design - Significantly lowers user experience quality
* Inconsistent AI difficulty - Either leads player to frustration or boredom
* Pay To Win - Alienates the casual gamer
* Bad Camera Controls
* Cultural Preference
* RNG in Competitive Games - Can Prevent Skilled Players from Enjoying Masterful Play
* An Overwhelmingly Attractive Cast of Characters - Constrains the Design of those Characters
* Underwater Controls – A Dangerous Gamble
* Invisible Barriers - Leads To Player Confusion and Frustration
* Wrong timing of sound effect
* Giving too many combat/fighting options to player
* Poorly implemented cover system can frustrate the player
* Wrong advertisement creates wrong expectations for the game play
* Too much realistic game controls can result in no fun for the gamer
* Overly Dark Lighting May Look More Realistic – But Players Still Need to See
* Slow Moving Platforms – Wastes a Player’s Time
* Many side missions, objectives and collectibles to achieve 100% completion
* Escort Missions - Please Act Like a Human!
* Distracting or Cluttered UI | Leads to Player Frustration and Creates Barriers that Keep Players from Enjoying the Game
* Glitchy Gameplay | Distracts from and can Ruin Gameplay
* Bad "Netcode" Ruins a Multiplayer Experience
* No checkpoints within large levels/missions
* Lack of Localization
* Lack of Cross Platform Support Reduces the Size of the Target Audience
* The choices made in the game have no indication of how much impact it might have on the game
* Removing objects outside viewing distance - Removes immersion if seen
* Punishing player for exploring - Illogical death
* Inability to Change Default Options
* A ludonarrative dissonance can pull a player out of the game
* Less Instructions and Hints illustrated than required to clear the Level
* Limited updates and features in new update or sequels of game
* Repetitive Battles/Interactions in Games Without Constant Combat Make for a Forgettable Experience
* Clutter Matters: Don’t Create Duplicate Scenes, Create Stories with the Environment
* Disjointed Game Events Cause Players to Lose Interest
* Ambiguous Item Functionality Confuses and Frustrates Players
* Poor Level Design Allows Players to Become Trapped
* No clear indication of the next objective confuses the player
* Forcefully pursuing existing game genre limits innovation.
* Stealth Games Without Stealth Indicatorsm
* Bad game covers can spoil the game's reach.
* Slow Auto Scrolling (Camera)
* Pointless weather
* Having to explain how to play the game
* Misusing social interaction modes spoils game play
* Lazy difficulty scaling can lead to a tedious experience for players
* Dynamic Game Difficulty Adjustment..Takes away the player abilities to adjust frustration level and player's accumulated advantege
* Poor turn management causes balance problems
* Drawn out progression
* Allowing One Player to Steal Another Player’s Reward | Creates Disillusionment in the Hardworking Player
* No protection time in Area&Flag&Spot conquering mode....Does not give defenders time to react.
* Misleading sound effects and music cues in multiplayer games
* Excessively detailed quest instructions in multiplayer games - Leads to repetitive gameplay and boredom
* Time - Fi
* ller Quests - Waste the Player and Developer's Time
* Save Corruption and Glitches Drive Players Away
* Disjointed Motion Controls Lead to Player Confusion
* Shallow Palate Cleanser Mechanics can Cheapen Game Feel and Bore Player
* Slow Character Movement - Creates Impatience in the Player
* Too many useless items in puzzle game can cause unnecessary confusion and dissatisfaction
* Poorly implemented rubber band AI in driving/racing games frustrates the player
* Blocks of Text to Convey Important Information - The Player Likely Won’t Read
* Getting stuck with no way out
* Mechanics that destroy player competition
* Don’t make games open world if the main story line is just a series of linear points of interest as it can undercut player story experience
* User able to win by button smashing
* Sequel does follow continuation, may cause confusion amongst players.
* Downloading additional content once the game has been downloaded
* Graphical Glitches ruin game play.
* Floaty Platforming Mechanics | Leads to Frustration and Imprecision
* Unnecessary Stats Add Redundancy to Gameplay Which Leads to Confusion
* Not Providing Players a Means to Orient Themselves in a Large Game World leads to Player Frustration
* Expensive Items in Store
* Asking Players to Solve Puzzles by Knowledge Not Attained in the Game can Alienate Players
* Bad Controls in Games
* Making it difficult to undo an action in puzzle or construction games can lead to player frustration
* Forcing the Player to Complete Side Missions to See the End of the Game | Leads to Players Missing the Ending of the Game
* Early "Non Stackable" Achievement Implementations
* Forced Platforming in Non-Platforming Games
* Point of No Return - Cutting off part of an open world
* AI Automation - Can Make the Player Feel Redundant
* Mobile as an Afterthought - Bad X to Mobile Ports
* Not having a color blind function immediately alienates a large player base
* Bland main menus - hurt the aesthetic of the overall product.
* Positive Feedback Loops – The Game Becomes Easy too Fast
* Overpowered characters - makes the player feel cheated
* Too Many Ads – Interrupting Mobile Gameplay
* Repetitive Puzzle Design | Lacks creativity and bores the player
* Poor game characters design - Leads to players lose interested
* Limiting Replayability with Old Saves | Discourages player and may not feel rewarding
* Too much violence in game makes players feel uncomfortable
* Bullet Sponges
* More controls - Leads game less enjoyable
* Wars of Attrition
* Random drops and dice system - Sometimes frustrate long time player
* Using old assets/designs into a new game.
* Bad control scheme/port
* Open World in a Predominantly Action Game
* Uncomfortable Color Design
* Repetitive and Tedious Level&Quest Design
* Shaped Inventory Slots Add Little Engagement and Much Frustration
* Extreme Difficulty Advancing Brackets In PvP - Dissuades Players From Playing
* Random Encounter Battles Executed Poorly
* Good story can’t save a player from the boredom of a repetitive mechanic.
* Matching Players of Vastly Different Skill Levels
* Poorly designed core mechanic leads to player frustration:
* Content Locked Behind Grind-based Activities
* Forcing the Player to Follow a Single Pattern When Solving Puzzles Can Lead to Frustration
* Random Scoring Factor Decreases Sense of Achievement
* Counterintuitive Movement Path Hinders Player Progress
* Art That Blends Into the Background Confuses The Player
* Inconsistent Access to Parts of A Multiplayer Arena Frustrates The Player
* Salesman NPC
* Monsters or Boss in-game Dropping Unrelated Items
* When using character dialogue in a game, keep it to a minimum.
* Excessive Use of Barriers in Level Design Can Close the Player Off From the Game World
* Simplistic puzzles can cause a lack of replayability
* Extremely complex mechanics in multiplayer games makes it hard to get your friends involved.
* Repeat a game level many times
* Monster drop too many items that players had hard time pickup items they want
* Open-seeming world with restrictive exploration
* Inconsistent Art Style Makes Games Visually Confusing
* Lack of objective
* No difficulty in the game
* In Fighting Games, when sequel do not iterate and offer improvements make players feel “bored”.
* No Enemy Variety causes player to get bored
* Insulting Your Players Will Frustrate and Alienate Them
* Mechanics that only show up once
* Powerful loot found randomly can make an in-game economy meaningless
* Statistical Upgrades Feel Trite in Games Not Built Around Them
* Dropping previous items in an attempt of picking essential ones at that moment.
* Competitive games without a non-competitive mode may cause players to not play as often
* Unrefined RNG System - leads players to frustration easily
* Un-optimized player traits can disappoint players in MOBA style games
* No fast travel in the game frustrates the player.
* Poor ammo system leads the player to frustration
* Negative online presence drives away players
* Long exposition in beginning of game can make people bored
* Losing Players with Time Passing
* Games that starts off too hard
* Unrewarding Goals
* Forcing a gadget or a mechanic on the players can be really frustrating
* Bad Gamepad-to-Mouse/Keyboard Conversions (and vice versa)
* Changing the controls for the sequel takes away a piece of the game that brings players back for more.
* Combining different modes of controls ineffectively distracts/confuses the gameplay.
* Cinematic Intrusions - Interrupting the Gameplay Loop
* Overlapping the Action/Use and Jump/Attack inputs can result in players becoming incredibly frustrated
* Roleplaying Turned Grey – Avoid allowing players to become a master of being a jack-of-all-trades
* Nerfing Character Strengths in a Competitive Game Can Lead to Homogenized Cast
* Over-Hyping a Game Before Release can Severely Disappoint Player Base
* Making Changes to Item Stats in Updates | Creates Frustration in Affected Players
* Draw on the screen to perform skills .. Sometimes destroy/compromise the game experience just for a new 'feature'
* To Make a Bad Game, Ignore Interest Curves
* Steep Level Difficulty Ramp Stops the Player Too Early in the Game
* Limited Party Size Affects Game Experience
* Too much customization in a class/job based game makes the design lose uniqueness
* Easy tutorial AI fails to train the players
* Allowing Players to Customize their Character but not Choose their Gender can Alienate Half the Audience
* Adding a completely different mechanic to an established franchise could drive away existing players
* No quick save can get really frustrating
* Increasing upgrade time for building creates a dull player experience.
* Premature releases without proper optimization can lead to awful consequences
* Trying to put too Much Complexity into a Mobile Game can make for a Frustrating Experience
* Broken level up/promotion system – Causes frustration within competitive communities
* No EXP/Levels in Turn Based RPGs – Makes Combat Pointless
* Multiple Campaigns with Little Variety Create Monotonous Gameplay
* Locking certain content or region behind quests
* Achievements with untraceable progress
* No central  aiming point in First-Person games make player feel dizzy and confused
* Game gives wrong instructions to the player.
* Slow game development
* Excessive Use of Tutorials and Explanation of Goals Ruins Experience for Long Time Fans
* Overly punishing consequences in games - force the player to restart or leave the game.
* Annoying side quest pop ups
* Make sure a new game feature or mode does not clash with the current tone of the game.
* DLC that splits up multiplayer groups leaves player feeling left out
* God-like Player Characters Reduce uncertainty and player interest
* Delayed Movement Response to Cater to Smoother Animations: Causes reaction issues when necessary for players
* No Iteration between Squeals - Repetitive Franchise
* In-game messages can demoralize players.
* Outdated Champions - Leads to Annoyed Players
* Player waypoint/guidance system turning off randomly – confuses player
* Inaccurate Info Given to Player
* Constant Change of Visual Language Hinders Strategy
* Constant Repetition of Obvious Information Can Cause Player Frustration
* Not allowing players to pick up ammo from enemy weapons in shooter games
* Adding VR Integration to a Game Not Designed For It Can Lead to a Negative Player Experience
* Only have extremely hard level in game