1. Write the core loop in one sentence
A core loop is what the player does again and again. Write it like this: the player does X to get Y, which lets them do Z. If the sentence needs the word and more than twice, the scope is too big.
- Survival: gather, craft, survive another night.
- Horror: explore, find a key, unlock the next room, avoid the monster.
- Shop sim: buy, carry, sell for more.
2. Count your real hours
Most solo developers have 5 to 15 hours a week. Multiply by the weeks you can keep going, then cut it in half, because work always takes longer. That number is your budget.
| Hours per week | Weeks | Realistic budget |
|---|---|---|
| 8 | 12 | About 50 hours of work after buffer |
| 12 | 16 | About 100 hours after buffer |
| 20 | 12 | About 120 hours after buffer |
Save Points turns this into a weekly system, and the Post-Mortem shows what happens when scope wins.
3. Build the vertical slice first
A vertical slice is one tiny part of the game, finished: real art, real sound and the full loop. It proves that the idea is fun before you build the rest. For a horror game, that is one room, one key, one door and one threat.
Use placeholders and ready assets to move quickly. A PSX town kit and a door system can give you a playable room in an afternoon.
4. Keep a ranked cut list
Write every feature idea on a list and rank it by how much it improves the core loop. Build from the top. When time runs short, you cut from the bottom without breaking the game.
- Must have: the loop works and can be finished.
- Should have: polish that makes it feel good.
- Could have: extras that you will happily lose.
5. Set a ship date and protect it
Pick a release date for a version that is smaller than you want. Share it with someone. A date turns ideas into decisions. Use the launch checklist to see what the final weeks need, and the asset budget planner to plan what art to buy instead of making.
Questions
Aim for weeks to a few months. A first game that takes a year rarely ships.
The action the player repeats throughout the game, such as gather, craft and survive.
If your core loop needs more than one sentence, or you cannot say what you will cut, it is too big.
Cut the features that do not improve the core loop: extra levels, crafting trees and multiplayer are the usual first cuts.
Who wrote this
Imersa Studios builds the Unity systems, low poly packs and field guides sold on itch.io. The code and techniques here come from shipping those products. More about the studio.


