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"My Dream Game's 2024 Release? LOL. Scope Killed It."

Posted by Gemma Ellison
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July 23, 2025

My Dream Game Died. Here’s How You Can Avoid My Fate.

My magnum opus. My love letter to gaming. My 2024 release. That’s what I told myself about “Project Phoenix,” a sprawling RPG with crafting, base building, a branching narrative, and combat inspired by my favorite action games.

It’s not coming out in 2024. Or ever.

The Scope Monster: How My Dream Game Became a Nightmare

The single biggest killer of indie game projects, in my experience, is uncontrolled scope. It’s not lack of talent, lack of passion, or even lack of budget (though that certainly plays a role). It’s the insidious creep of “just one more feature” that slowly chokes the life out of your project.

Project Phoenix fell victim to this. Hard.

I started with a relatively clear vision: a story-driven RPG where player choice mattered. But then the “what ifs” began. What if players could build their own settlements? What if we had a deep crafting system with hundreds of recipes? What if combat was more dynamic, requiring precise timing and tactical decisions?

Each “what if” seemed reasonable on its own. Each sounded like a cool feature that would enhance the player experience.

They didn’t.

They compounded. They stacked on top of each other, creating a monstrous, unwieldy beast that I could no longer control.

The Planning Phase Fiasco: Where It All Went Wrong

My initial planning was… optimistic, to put it mildly. I had a general outline of the story, a vague idea of the core mechanics, and a burning desire to make something amazing. That was it.

I skipped crucial steps. I didn’t properly break down tasks. I vastly underestimated the time and resources required for each feature. I didn’t build a proper prototype.

I told myself I could “figure it out as I went along.” Famous last words.

A proper planning phase should involve:

  • Detailed Feature Breakdown: List every single feature you want in your game. Everything.
  • Task Estimation: Break each feature into smaller tasks and estimate the time each task will take. Be honest with yourself. Double it. Seriously.
  • Prioritization: Rank your features by importance. What’s absolutely essential? What’s nice to have? What’s pure fluff?
  • Resource Allocation: Determine how much time, money, and personnel you have available.

Prototyping: The Reality Check I Ignored

I jumped straight into development, building systems and assets without truly testing the core mechanics. Big mistake.

Prototyping is crucial for validating your ideas and identifying potential problems early on. Build a rough, functional version of your core gameplay loop. Test it. Get feedback. Iterate.

I should have prototyped the combat system. I thought I knew what I wanted, but the prototype revealed it was clunky and unresponsive. Instead of overhauling it at that point, I tried to band-aid it with more features. More complexity. More problems.

A good prototype should:

  • Focus on the core gameplay loop.
  • Be quick and dirty. Don’t worry about polish.
  • Be easily modifiable for testing different variations.
  • Provide valuable insights into the fun factor and feasibility of your ideas.

Feature Creep: The Silent Assassin

Feature creep is the gradual addition of new features that were not originally planned. It’s a slow poison, and I ingested a lethal dose.

The crafting system started simple, with basic recipes and readily available ingredients. Then I decided to add rare ingredients, complex crafting stations, and a whole skill tree dedicated to crafting. It ballooned into a massive time sink that added little to the overall experience.

Another example: the base building. Originally, it was intended as a simple way to provide resources and a safe haven for the player. But I kept adding new building types, customization options, and defensive structures. It became a full-fledged city-building simulator within an RPG.

To combat feature creep:

  • Maintain a Feature List: Keep track of all planned and implemented features.
  • Use a “Parking Lot” List: When a new idea comes up, put it on the parking lot list for later consideration. Don’t immediately implement it.
  • Regularly Review Scope: Periodically review your feature list and ruthlessly cut anything that isn’t essential.
  • Be Honest with Yourself: Don’t be afraid to admit that an idea isn’t working, even if you’ve already put a lot of time into it.

Time Estimation: My Hilariously Inaccurate Guesses

My time estimates were laughably optimistic. I consistently underestimated the time required for every single task.

I estimated the crafting system would take two weeks. It took two months. The combat system? One month. More like six. I kept adding features and polishing systems, convinced that “just a little more” would make it perfect.

It never was.

To improve your time estimation:

  • Break Down Tasks: Break features into smaller, more manageable tasks.
  • Track Your Time: Use a time-tracking tool to see how long tasks actually take.
  • Use the Cone of Uncertainty: Accept that your estimates will be inaccurate, especially early on. Plan for contingencies.
  • Learn from Experience: Track your past estimates and compare them to actual development time.

Cutting Features: The Most Important Skill

The hardest, but most crucial, skill for any indie dev is the ability to ruthlessly cut features. It’s painful. It feels like you’re abandoning your vision. But it’s often the only way to save your project.

I should have cut the base building. I should have simplified the crafting. I should have focused on the core story and characters.

Instead, I tried to do everything.

The result? A bloated, unfinished mess.

To effectively cut features:

  • Prioritize Core Gameplay: Focus on the features that are essential to the core gameplay loop.
  • Identify Low-Value Features: Cut features that are time-consuming but add little to the player experience.
  • Be Brutal: Don’t be afraid to cut features that you love, even if they’re cool, if they’re not essential.
  • Communicate: Clearly communicate your decisions to your team and explain why you’re cutting certain features.

Learn From My Mistakes, Please.

Project Phoenix is dead. It’s a valuable lesson learned. A very expensive one.

Don’t let your dream game suffer the same fate. Plan carefully. Prototype extensively. Manage your scope ruthlessly. And don’t be afraid to cut features.

Your 2024 release (or 2025, or whenever) will thank you for it. And you might actually finish something.