Most games fail because you build systems before fun
Автор: Dev with Kevin
Загружено: 2026-01-24
Просмотров: 284
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Scope Surgery Episode 3 breaks down a classic beginner trap: the “first game” city builder that is actually a full-scale physics-heavy simulation. The original idea includes zoning, roads, utilities, budgets, taxes, traffic simulation, services, disasters, and city expansion, which is far beyond what a beginner can realistically finish. In this episode, I cut that idea down into a shippable 30-day indie game by enforcing strict constraints, a single core loop, and clear win and lose conditions.
The scoped-down version becomes a 2D tile-based city and traffic puzzle inspired by Mini Metro and Mini Motorways. Instead of simulating an entire city, the game focuses on one small neighborhood and one problem: getting commuters from homes to jobs without creating traffic jams. The player places a limited set of road, house, and job tiles, then runs a short commute simulation to see where congestion appears.
Each day functions as a tight iteration loop. You place a few tiles, press run day, observe traffic flow, make one or two changes, and run the simulation again. Successful days earn a small amount of money, which allows the player to place additional tiles. Failure happens when too many commuters cannot reach work in a single day or when money reaches zero and no further changes can be made.
To make the project finishable within 30 days, the content is aggressively limited. The game uses a single 20x20 tilemap with no expansion, one type of car, no pedestrians, no utilities, no services, no taxes, no disasters, no happiness system, and no complex economy. Art is minimal pixel art with simple UI and basic sound effects, keeping production time low while still supporting clear player feedback.
This video shows how to transform an overscoped first game idea into a realistic indie game project by identifying the real core loop and cutting everything else. If you are a beginner game developer stuck in tutorial hell or struggling with scope creep, this episode demonstrates how to design a small, focused game that can actually be finished and released.
0:00 Why most games die on Day 1
0:24 The 2D scope cut that saves the idea
0:52 Focus on one system: traffic
2:18 No physics, just flow rules
3:09 The core loop: place, run day, fix
4:27 Progression: money, score, endless days
5:44 Only 3 placeables (plus 1 traffic tool)
7:39 Content limits: 20x20 map, no expansion
9:19 Minimalist feature list + art/audio plan
12:23 One sentence pitch
#gamedevelopment #gamedev
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