The Biggest Mistake in Indie Game Design (and How To Deal With It)

January 10, 2019


What often happens in the world of indie games: An ambitious idea is chosen and enthusiastically pursued. As the development progresses, new ideas come up, meanwhile the core features are not yet fully implemented. Soon it turns out the scope is quite larger than expected. The momentum is lost. The project stagnates and is stopped.

Our experience
We have started more projects that we can remember. We have worked on platformers, RPGs, beat em'ups, first person games, third person games, text-based games and the list goes on. Finished - only very few. Why? The short answer is that with larger, mode ambitious projects it gets too hard, too boring and too complicated for us to believe it will be fun for the player and is worth the hassle.

What to do?

A very important thing in eating is cutting a piece that you can chew. Same goes with choosing the scope for a game. Here are few things what you could do to do to deal with too large or rapidly growing scope.

First of all, be sure that this game is going to be fun for you. Also after the 500th time you test that level or feature tweak. You have to be excited. It has to be fun! Secondly, the scope needs to be small. Prioritize features and use Agile development model. Start small and make it scalable. Go for the continious delivery and change feature priorities accordingly to the player feedback.


These all might seem basic things but that is exactly why they are important if you want to not only start a game but to also finish it.

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