People overestimate what's actually required to build a first game, imagining a list of requirements that used to be real and mostly aren't anymore. Here's the honest, short version of what you actually need.

One: a mechanic worth building. Not a complicated concept, just one clear action a player would do repeatedly and enjoy — tap to jump, swipe to match, time a press correctly. If you've played games for any real amount of time, you already have instincts for what feels good here, even if you've never written it down before.

Two: a tool that turns that description into a working game. Describing the mechanic in plain English, the same way you'd explain it to a friend, is enough to get a real, playable version back, no coding knowledge required at all.

Three: the willingness to actually test it and refine it based on how it feels, not how it sounded in your head. The first version is never the final one. A handful of rounds of feedback and adjustment, testing with real people if possible, gets it from rough to actually good.

That's the complete list. No degree, no team, no investment beyond time and a small monthly cost for the tool itself. Most people already have the first requirement without realizing it — they just never combined it with the second.