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How One "Correct" Decision Almost Killed My Game

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I almost killed this game with a "correct" decision. Not a bug and not a crash. A clean, well-structured choice that would’ve guaranteed the project died later. This video is about the kind of mistake you don’t notice until it’s too late and why optimizing for "good code" during prototyping is one of the fastest ways to sabotage a game. I’m building games using a simple rule: find the fun fast, then commit hard once it earns it. This was the first real test of that system.
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