STOP making BIG games!

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A game developer argues that 'small games' is a relative term that depends on skill level, and provides a concrete framework for what small means at each stage. Beginners should start with weekend-to-one-week games, gradually scaling up as skills improve. The recommended release schedule for experienced developers is two 6-month games per year. The post counters the 'small games equal slop' argument with examples like Peak (6 weeks, millions in revenue) and a black hole feeding game (5 months, $500k+ in first month). The key insight is that skill level determines what you can produce in a given timeframe, so the path to making complex games is improving skills rather than spending more time on each project. For games exceeding 12 months, idea validation (e.g., 50k+ Steam wishlists) is essential before committing.

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