Scope creep: how we cut features

Battling the Blob: How We Ruthlessly Cut Features to Save Our Indie Game It was a drizzly Tuesday evening in our cramped London flat, the kind where the cost of living crisis makes you hyper-aware that every kilowatt-hour of electricity is burning through a rapidly dwindling budget. We were staring at a build of our […]

Choosing an engine for a two-person team

The Great Engine Debate: Powering Our Two-Person Devlog Project We were sat in a cramped Brighton kitchen, two empty coffee cups between us, when the penny finally dropped. The prototype for our new browser game—a weird little physics toy we’d been sketching on napkins—was already on life support and we hadn’t opened a code editor […]

Devlog writing that people actually read

Writing a Devlog That People Actually Read: Our Team’s Hard-Won Lessons Let’s be brutally honest: our first six devlog entries received exactly zero comments. Not a single “cool prototype” or even a spam bot. Just deafening, soul-crushing silence. We’d publish a detailed breakdown of our latest browser game mechanics, close the laptop, and wait. Nothing. […]

Art pipeline on a zero budget

Crafting a Zero-Budget Art Pipeline: Our Indie Game Devlog Postmortem We were three weeks into prototyping when the email landed. “Your Creative Cloud trial expires in 7 days.” Our lead artist stared at the screen, then at our barely-functional browser game prototype, and uttered a phrase that still echoes through our Manchester flat. “We’re buggered, […]

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