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I stopped treating game feel as Polish, and it changed everything

A topic by Coding Mojo created 8 days ago Views: 83 Replies: 4
Viewing posts 1 to 3
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I've always loved the polish phase of game development.

Adding game feel can completely transform a game. After weeks (or even months) spent building gameplay systems, it's often the moment where everything finally starts feeling alive. The downside : probably the most time-consuming parts of development, at a stage I’m already exhausted… Jumping through your codebase, writing countless one-off animation scripts, camera effects, and little feedback systems. OMG…

And to achieve the picture, have you ever, like me, spent hours adding juice to a game after weeks of coding, only to discover that... it just still s**k ?

No way I could continue this way, so I changed my workflow. Instead of treating game feel as the final polish pass, I started adding it during the prototyping phase. But as juicing up requires so much effort, I ended up building a small animation tool for myself that lets me iterate extremely quickly.

The result ? I can discard weak prototypes much earlier. I can focus on the mechanics that actually have potential. AND, I finally stay motivated throughout development because the game already feels satisfying from the very beginning.

Looking back, it's probably had a bigger impact on my development process than almost any other tool I've made so far.

How do you approach this phase and how do you manage to keep motivated on the long run ?

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Hi :) Because the scope of a Game Boy game is naturally capped by the hardware, the gap between "idea" and "playable prototype" is incredibly short. Tools like GB Studio  allow for ultra-fast compilation. I can test a mechanic, see if it has that intrinsic "fun factor," and pivot immediately. Just like your animation tool, it stops me from falling into the trap of over-engineering a dead-end idea.
It's just work for me and this is the reason why I focuse on making retro games :)

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Keeping the scope small is, indeed, a very good option too ! :)

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For me, it’s the opposite. Until the game is completely playable from beginning to end, with the plot complete, the game doesn’t feel like a game to me. It feels like a prototype, a tech demo, and I have no interest whatsoever in working on prototypes. So the first few years (yes, years) working on a game are a slog that I have to force myself through. I fall into a state of depression because of the slow progress on my game, and my depression slows down the progress on my game. I’ll take any shortcuts I can at that stage, stopping just short of generative AI (which is the line that I refuse to cross). The only thing keeping me going is my total commitment to the game. Working on juice at that point feels like torture.

Then the game reaches the first fully playable version, and what was previously torture becomes a joy to me, because I now have a game, and I can make it better. Failure is no longer a possibility, it’s just a matter of fixing this one little thing before release, then this other little thing, and soon I’ve spent a whole year fixing little issues, and it was the most productive year since I started working on the game.

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Thanks for sharing !
I hope you find a way to evade that "depression" stage in your development, one way or another, I wish you take care of yourself <3