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Game Failures Graveyard Tour

12 pointsby kilowattover 7 years ago

1 comment

yllaucajover 7 years ago
Great write-up. I&#x27;ve seen the lessons you describe here echoed by many experienced game developers- the dangers of increasing scope, the importance of seeking feedback, and so on. The fact that you&#x27;re able to identify and communicate those lessons after looking back on your work says a lot about you. Self-reflection is absolutely easier said than done, so props to you for putting in that effort and improving.<p>In my experience, the most common advice that professionals give to new game developers is to finish their projects. You&#x27;re past the &quot;new&quot; stage, but I still think you&#x27;d find value in cutting your scope back and releasing projects like these. If you have 16 + 40 levels that aren&#x27;t finished, polish 7 of them and ship it. You&#x27;ve already got these on itch.io- is there an extra 5% that would let you change the tag from &quot;in development&quot; to &quot;released&quot;?<p>The only parts of this post I didn&#x27;t understand were &quot;Tech dolt dramatically chucks pencil...&quot; and the bit about interdisciplinary mountains. I think I figured out your intent but the cutaway metaphors lost me. You&#x27;re good at describing what you did, what you learned from it, and what you want to do differently. I value that way more than vague self-deprecation. Just my personal opinion.