Great arcade games are built around short loops, fast feedback, and a feeling that encourages one more run. Here is how I approach rapid prototyping for small arcade style titles at Neon Moose Labs and what I have learned from years building fast in Shanghai.

1. Start with the core loop, nothing else matters

An arcade game lives or dies on the first 30 seconds. Before there are menus, art, or story, I define:

  • What the player does repeatedly
  • What success feels like
  • What failure teaches

A strong loop is tight, readable, and expressive. The prototype should show the loop clearly even without graphics.

Rule: If a stranger cannot explain your game after watching 20 seconds, the loop is not clear enough.

2. Scope to 1–2 minutes of playtime

Small arcade games shine when they offer fast iterations. A good prototype:

  • introduces the input method instantly
  • delivers a small challenge quickly
  • lets the player retry in under 3 seconds

This cadence is what produces the addictive replay rhythm.

3. Make feedback violent, immediate, and clear

In early prototypes:

  • movement should exaggerate
  • collisions should feel chunky
  • wins should pop
  • losses should teach

This is where audio and screen shake can carry the whole experience. Polish comes later, but feedback comes first.

4. Iterate daily, not weekly

Small arcade ideas degrade when they sit in notebooks. They grow when they move. My iteration cadence is:

  • Morning, adjust feel values (speed, friction, cooldowns)
  • Afternoon, add or remove micro mechanics
  • Evening, test the loop with one new player

If the loop improves every day, the project is alive.

5. Add constraints, not features

Many prototypes become bloated because features feel like progress. Instead, I add constraints:

  • a timer
  • limited ammo
  • moving hazards
  • score multipliers

Constraints sharpen decision making and reveal tension without adding complexity.

6. Chase the one more run feeling

Arcade games succeed when the restart button feels like an invitation, not a punishment.

To test this, I ask two questions:

  • Did I immediately want to retry?
  • Did I see how I could do better?

If the answer to both is yes, the prototype is on the right track.

Closing thoughts

Rapid prototyping for small arcade games is a craft, tight loops, fast iterations, meaningful constraints, and clear feedback.

If you are building a small game and want help shaping the loop, testing feel values, or designing a small but punchy concept, I am always happy to collaborate.

Prototype your arcade game with me Email PerOla