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Why is making a game so hard? Nine reasons and what to do about each

By Imersa Studios · Updated

A game combines programming, design, art, sound, testing and marketing, and each is a profession of its own. Most projects stall on scope, motivation or a missing skill. The fix is a smaller game, shorter milestones and borrowing what you cannot yet make.

1. It is many jobs at once

A game needs design, code, art, animation, sound, writing, testing, community and marketing. Solo developers do all of it. Fix: pick a style and scope that need less. Low poly and pixel art are popular for this reason.

2. Scope grows silently

Every idea feels small, and together they are huge. Fix: a ranked cut list, as in how to scope your first indie game.

3. Fun is hard to predict

You cannot know a mechanic is fun until you play it. Fix: prototype with boxes in days, not months.

4. The last 10% takes half the time

Menus, settings, saving, bugs, platform rules and store pages are invisible until the end. Fix: plan for them from the start and use finished systems where you can.

5. Motivation fades

The first week is exciting and the fourth month is not. Fix: short milestones, visible progress and a release date. Save Points is built around this.

6. Tools and engines are complex

Engines have hundreds of settings. Fix: follow one tutorial to the end, then build your own tiny project.

7. Nobody sees your game

Even a good game can disappear. Fix: start showing it early. How to market an indie game is a free plan.

8. Comparison is brutal

You compare your first game with studios of hundreds. Fix: compare with your last game only.

9. The business side is a surprise

Pricing, taxes, store cuts and wishlists are new to most developers. Fix: learn them before launch. The revenue calculator and Paid in Full help. Post-Mortem lists nine mistakes that sink games quietly.

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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.