Gamedev update Recently I've been thinking about my game project. It's not a secret that I failed to stay withing bounds of my self-imposed time limit and you you might guess, there are two ways of dealing with it. First one would be to increase time limit significantly and implement every ambition that I could ever have with the game. This definitely would result in a feature-rich product and I'd love that. The downside of that would be that development time would increase indefinitely. Second one would be to lock all the implemented game features, polish what you have and then release a smaller game but in a foreseeable future. If you asked me which would I choose half a year ago I most likely answered that the first option is something I would take for sure. Now I'm not that sure. And I'll explain why (because I like typing shit). First thing is, I'd rather be a maker of many games, than an author of one. Sure, you could argue otherwise if that one game was something on the level of Nier: Automata, but this one wouldn't. Second thing is, I don't expect any returns from that game. It's my first more or less serious project. A learning experience. Most likely it will not be noticed. Third thing is, I can always return if I see there's a demand. By releasing the game shortly as a small 5-minute entertainment I will be able to learn that rather quickly. And if people find the concept interesting then I can either continue work on it. In conclusion, I'll continue with smaller games. I think gradual increase in game complexity and size is a working approach. As for the current one, I will increase development time slightly to polish the game. I don't expect it to be a fast process, though. So probably around four months more will be needed to make it spark. See you in 4 months, I guess? #gamedevelopment

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