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RE: How I finally broke the dev cycle of doom and published my first game!
I think another way to interpret this is to make a prototype for large projects. Do you agree?
In your previous projects do you think the problem is that you underestimated the size/complexity of the project before coding? Why did progress slow down?
Yes, then get some feedback and evaluate if it is worth to create it as a full game!
That's often the case
The more code you have, the more the project becomes complex. At the beginning you are pumping features and mechanics daily, but after a few months you spend weeks bug fixing, this deteriorates your motivation. It is important to avoid technical debt!