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The Best Workflow for Cutting Game Features (Scope Management)

Posted by Gemma Ellison
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July 30, 2025

The Feature Creep Graveyard: How to Cut Game Features (And Survive)

It starts small. A cool particle effect for explosions. An extra animation for the hero. Suddenly, six months have vanished, your scope has ballooned, and your “simple” indie game feels further away than ever. I’ve been there. We all have.

The truth is, cutting features is harder than adding them. Adding is exciting. Cutting feels like admitting defeat. But learning to kill your darlings is essential for shipping a game, especially as a solo dev.

Let me tell you about “Project Nova.” It was going to be a Metroidvania. Simple, tight controls, cool exploration. Then I added a crafting system. Then base building. Then a branching dialogue tree. Each feature seemed reasonable in isolation. But they compounded. “Project Nova” became a bloated mess, a Frankenstein’s monster of half-finished systems. I eventually shelved it, a painful but necessary lesson.

The core problem? Lack of ruthless prioritization. We need a process, a framework for deciding what stays and what goes. Here’s what I’ve learned works:

Step 1: Define Your Core Mechanics

What is your game about? Not what could it be, or what would be cool, but what is it at its heart? This is your Minimum Viable Product (MVP). Strip away everything else. In “Project Nova’s” case, it should have been movement and combat. Exploration through ability-gated areas. Nothing more. Everything else was a distraction.

Think of your favorite games. What’s the core loop? Minecraft is about building and surviving. Stardew Valley is about farming and community. Identify that core, and protect it.

Step 2: Create a “Kill List” Using MoSCoW

The MoSCoW method helps prioritize ruthlessly:

  • Must have: Absolutely essential for the core experience. Game-breaking if missing.
  • Should have: Important, but not critical. Can be cut without destroying the game.
  • Could have: Nice to have, but easily removed. Often these are “polish” features.
  • Won’t have: Actively remove these from your roadmap. These are future considerations, or simply bad ideas.

Be honest with yourself. It’s tempting to promote “Should have” features to “Must have.” Don’t. The “Kill List” is for features you’ve already started or are seriously considering. Anything not on the “Kill List” shouldn’t even be on your radar.

For “Project Nova,” the crafting system was a “Could have.” The base building? “Won’t have.” Brutal, but necessary.

Step 3: Prototype with Minimal Viable Features

Don’t build everything at once. Focus on your “Must have” features. Get them working. Get them fun. Prototype iteratively. Playtest. Get feedback.

This prevents sunk cost fallacy. If you spend six months building a complex system, it’s harder to cut, even if it’s not working. Smaller, faster prototypes allow you to experiment and fail quickly.

Step 4: The “One Month” Rule

For any new feature you’re considering, ask yourself: “Can I implement a functional, playable version of this in one month (full-time)?” If the answer is no, it’s probably too ambitious. Break it down. Simplify it. Or cut it entirely.

This rule forces you to think about scope and complexity. It’s a powerful tool for preventing feature creep.

Step 5: Track Your Progress and Reflect

Game development is a marathon, not a sprint. Keeping track of your progress helps you stay focused and avoid getting lost in the weeds.

This is where a game dev journal comes in. Write down what you’ve worked on, what you’ve learned, and what your next steps are. Review your journal regularly. Are you staying true to your core mechanics? Are you avoiding scope creep?

A journal isn’t just a list of tasks. It’s a place to reflect on your design decisions, your challenges, and your successes. It’s a vital tool for staying grounded and making informed choices.

Common Pitfalls (And How to Avoid Them)

  • Sunk Cost Fallacy: Don’t be afraid to cut features you’ve already spent time on. Time spent is irrelevant. Focus on the future of the game.
  • "It’ll only take a week!": Famous last words. Multiply every time estimate by at least two.
  • Trying to please everyone: You can’t. Focus on your target audience.
  • Ignoring feedback: Playtest early and often. Listen to what players are saying (even if it hurts).
  • Not having a clear vision: Know what you’re trying to create. Without a vision, you’ll wander aimlessly.

Cutting features is never easy. It requires discipline, self-awareness, and a healthy dose of ruthlessness. But it’s essential for shipping a game you can be proud of.

And remember, you don’t have to do it alone. There are plenty of other developers out there who have struggled with scope management. Sharing your experiences and learning from others can make all the difference.

To effectively manage scope, you need a reliable way to track which features are essential and which are expendable. Keeping a detailed game development journal can be a game-changer. Start prioritizing and tracking your game features to build a streamlined and focused development process. prioritize and track your game features