Crossroads


I’ve reached a crossroads in development. After scaling my game up, I realized how bad the wall collision system really was. Even with the map reduced to half its intended size and only a portion of the wall colliders implemented, performance dropped off a cliff, my game was running like absolute shit.

While I could just rework how the player moves, the problem runs deeper than that.

Another hard truth: the game isn’t fun to play. Don’t get me wrong, it’s been an absolute blast writing code, watching things come together (or fall apart), and learning a ton along the way. But at the end of the day, it’s just not fun.

I blame scope creep. I knew from the start how dangerous it could be, especially for indie devs, and I tried to keep it in check. But despite my efforts, things still spiraled.

I think part of the issue is that I dove in headfirst without a clear plan. My “plan” was just to make a game. I’d never made one before, so I expected a steep learning curve—and I’ve learned more than I ever imagined.

Now, it’s time to take a step back, reanalyze the project, and figure out what I really want to create.

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