I've seen plenty of minimalist games throughout the years recently like Blue Box, Loop, Colorolo and Ultraflow. Games that use simple shapes. What's not talked about is the design process of making such games, specifically with a clean, vector-like visual presentation.

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  • \$\begingroup\$ I'm sorry, but this question is too broad. There are just too many different technologies which can be used to create games like that and those can be used in infinitely many development processes. There isn't one "design process of making such games". Every team has their own. \$\endgroup\$ – Philipp Jan 29 at 11:49
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    \$\begingroup\$ I'm not sure what's being asked here. You mention both game-design, the process of making decisions about how game mechanics should work, and opengl-es3, the tech you're using to draw pixels on your screen. These are not closely related. Is it game design you want help with, or rendering techniques? What have you tried so far, and where are you stuck or unsatisfied with the process you're using now? Explaining the question in the context of your own game in development is often more constructive than name-dropping existing games. \$\endgroup\$ – DMGregory Jan 29 at 13:18
  • \$\begingroup\$ @DMGregory Its not "name-dropping." If you look at those that I've mentioned, you will see a pattern/style of using geometry as a means of pushing a game. Its also quite obvious that they use opengl for renderin, which is not the problem as Im not looking for "how-to" code. Furthermore, I only mentioned opengl-es3, because of visual results where non-opengl methods tend to appear not as crisp. I inserted game design in terms of a conceptual explanation, not as a "fix this/do my work" solution. If you haven't any idea, leave it be. Someone else may understand it better. \$\endgroup\$ – ChocoMan Feb 1 at 5:33
  • \$\begingroup\$ As a community moderator, one of my roles is to try to help users refine their questions to get better answers, faster. In its current form, this question is not attracting answers (3 days unanswered, two comments reporting that it's unclear), so I am recommending that you edit it to explain what specific feature or step you need help making in your game. You can of course ignore this suggestion, but it's likely to result in continuing to get no useful answers. The more information you add, the better your chance of getting the help you need. \$\endgroup\$ – DMGregory Feb 1 at 14:08
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    \$\begingroup\$ The Colorolo game reminds me a lot of Google Material Design, for which there's a free Unity asset using UI Tween -- maybe by grabbing it and analyzing how it does things, you can get some inspiration for implementation patterns? \$\endgroup\$ – Philipp Lenssen Feb 2 at 19:38

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