My engine got a big update a few days ago.
It changed a ton of things and I had to migrate all of my projects to the new version.
I started with my big game.
It went fine… until I noticed that the update had broken the inheritance in most of my rooms.
So I had to manually go through 600 rooms and fix the issues. Painful.
Then I went on to migrate my small game.
One click and it was working perfectly.
This is just an example of the kind of issues you can avoid by making small games.
Are there any disadvantages to those? Sure.
You won’t be able to make your dream game.
A lot of content creators won’t care about covering it.
It won’t make you millions of dollars even if it becomes a hit.
But behind the scenes, it’s just a way more pleasant and sane way to work.
You work on a project for a few months, finish it, get paid and move on.
No burn out. No loss of motivation.
You don’t have to sacrifice years of your life without knowing if anyone will even care about your game when it comes out. (if you don’t give up before that)
I know this resonates with a lot of developers.
After I made a few reddits posts detailing my process…
…I got contacted by a bunch of people who were interested in doing the same thing.
People who are working on their own big games – and that are facing all the challenges that come with it.
Spending 2-5 years on your first game seems to have become the norm, but it’s not the only way to do it.
And it’s probably not the best way.
Now, I’m not saying you should make games in less than a month like I did. That’s a bit extreme.
But maybe try making your first game in 3 months instead of 3 years. You’ll feel the difference.