How to Finish Things: Notes from Two Years of Solo Game Development
6 min read
原文为中文。
Scope is a design skill, not a management failure. What shipping my first indie game taught me about cutting features, keeping promises, and the discipline of done.
Every unfinished project teaches the same lesson with a different accent: you didn’t fail at coding, you failed at scope. Ember & Vow took two years, and at least four times I saved it by deleting features I loved.
The 80% rule, inverted
We’re told features take longer than estimated. The inverse matters more: removal is instant. The moment you cut a mechanic, every bug it would have had, every asset it needed, every edge case it implied — all gone, retroactively. Cutting is the only productivity technique with zero implementation cost.
Scope is a design skill
The best design decisions in my game were deletions. The monastery originally had five districts; it has three. The dialogue originally had a branching moral system; it became a straight line with better writing. Players praised the “focus” — they were praising what I removed.
When a client project runs over, the instinct is to work harder. The professional move is to renegotiate the shape of the thing: same promise, smaller surface.
The discipline of done
“Done” is a contract with a date. My rules from the final six months:
- No new mechanics after content lock. Only tuning and fixes.
- Every cut gets written down in a single file called
GRAVEYARD.md. It kills the zombie conversations (“we could add it back later”) because the reasons for cutting are on record. - Ship the worst acceptable version. Polish after launch has feedback; polish before launch has only anxiety.
The takeaway
Finishing is a skill you can only learn by finishing. The graveyard file is now in every project I start — client work included.