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How to scope your first indie game so you actually finish it

By Imersa Studios · Updated

Write the core loop in one sentence, build only that until it is fun, then add features from a ranked cut list. Size the game to the hours you really have each week, not the hours you wish you had. A finished small game beats an abandoned big one.

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 weekWeeksRealistic budget
812About 50 hours of work after buffer
1216About 100 hours after buffer
2012About 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

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.