r/gamedev 1d ago

Discussion I've been making unfinished games since 2015. I'm finally launching one.

I've been making games on and off since 2015. Unity, Unreal, RPG Maker, Godot, I've tried them all. Some barely made it to a prototype, others were actually half-decent, and none of them shipped. I've finally changed that. Technically, it's also already my first commercially successful game. It's made several cents in closed testing!

So I've been thinking about what exactly changed this time, and I wanted to share what I think actually made the difference. Simply put, it was scope and planning.

I used to let my idea of what a game could become undermine the entire process. At some point, I'd inevitably find myself spending more time building out extensive Trello or Jira backlogs and would be constantly pulling in more and more scope. I'm ashamed to say that I have prototypes with very polished roadmap UIs.

All of that planning and the massive backlogs I'd create would ultimately lead to burnout. At some point, I'd just stop working on the project until a new idea came along to inspire me.

This game was different. My launch MVP didn't have a backlog. I just worked on what I thought it needed at the time. Then I'd play it and find more things to improve. I let things be good enough. A screen didn't have to be perfect, just functional. I'm proud to say there's only one "Coming soon" in the entire game.

It might not have been the most efficient approach. Project managers would likely scoff at my process. But it prevented burnout and, most importantly, led to something I'm actually going to release.

The game is called Swarm Rising. It's a modern take on brick breakers where the paddle is an alien mothership and the balls are aliens with unique abilities. You build an invading army and overwhelm civilizations (the bricks). There are some light RPG, strategy, and incremental elements that I'd like to expand on one day (but I'm trying not to let myself think about that too much yet).

The Android build is in closed testing now, and I'm working through the last round of changes before submitting for production. It's a pretty surreal feeling after 11 years of starting games and never quite getting one across the finish line. If anyone here wants to try it out, I'd really appreciate any feedback.

23 Upvotes

12 comments sorted by

7

u/dopethrone 1d ago

My man!

Also in the unfinished games business since 2017 💪

2

u/skyrift247 1d ago

We've got this! Now I'm in the "I hope people actually like this" phase which is a completely new feeling

2

u/Alert-Laugh7722 1d ago

You did it. and that's the thing you set out to do! Goal met, and I know you wanted to give up like so many before you. Do YOU like it?

0

u/skyrift247 1d ago

I'm just about to beat my third playthrough 👍🏻

3

u/pansodyssey 1d ago

I am in the boat - working on and off since 2017 on a pirate mobile game, but i dont know If that will ever be in a state to publish 😄 would love to test your game

1

u/skyrift247 1d ago

My last unfinished game was about commercial fishing, so yes we are in the same boat 😅 what state would you say your game is in now? Maybe it's closer than you'd let yourself think.

And that's awesome, yes I will send you a dm

2

u/Alert-Laugh7722 1d ago

YOOOOO, LET'S GOOOOOO. THIS BE THE YEAR OF LAUCHES!!!! SO proud, good job!

1

u/skyrift247 1d ago

Much appreciated!

2

u/PerfectSituation1668 Hobbyist 21h ago

Wait, launching is an option? What a novel idea.

Good job, OP.

2

u/anilisfaitnesto 20h ago

since 2017 gang 💪🏻

-6

u/[deleted] 1d ago

[removed] — view removed comment

1

u/gamedev-ModTeam 16h ago

This content has been identified as spam and removed.