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Our team of four are relatively new to visual novels, so it's hard to know the workload from the get go. I suppose it depends on your story. We settled on a plot and the basics of the gameplay (we wanted some variation to break from just typical visual novel dialogue), then the structure and characters come next. One month goes by quicker than you think, so being efficient isn't necessarily bad - but solo devs should be careful to avoid creative burnout. If you don't have a team to bounce ideas off of, get some feedback from friends and/or family. Projects can change during the development cycle, but it's super important to start off with a solid idea. 

Oh excellent! Yeah, I'm trying to keep in mind how doing it all myself could lead to burnout. Thankfully I do have friends and family already happy to bounce ideas with me. I am also recognizing that even though my goal is to finish the game in one month, I may just end up with a demo, and that's okay.