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So true and yet so hard to follow. We seem to fall into that "rabbit hole syndrome" all the time. Before we even realize to cut it short a week or two passes by and the project stalls. That's why we started to set up schedules with milestones that are fairly short term. If we have a date set for a feature we seem to be able to keep our focus better. For example, instead of diving into the full rpg game, which we wanted to develop next, we decided to make a mini prequel to test out our ideas as well as the functionalities.