Tuesday Chuckle: Your game idea is too big

your-game-is-too-big

(OK, so Tuesday and chuckle don’t aliterate perfectly, so sue me.)

I always encourage people to implement the smallest vertical slice of gameplay possible. E.g. one level, one enemy, no menus. If it’s fun enough you’ll be motivated to continue working on it and add more features incrementally. Plus, having something playable early is nice to show off to friends and fans.

Here’s a little site to show you game developers how much your game ambitions might just impact your wallet. It’s a bit tongue in cheek, but has a real message about setting your expectations within reasonable boundaries.

Have you got a game development story? Hit us up and we will tell it!

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About Dan Morse

From the Atari 2600 right through to bleeding fast PCs, Dan's played on them all. One thing that's never changed is an unwavering passion for video games. Twitter: @happydan | Steam: happydan | GOG: happydan