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Indie Devs: Ditch Perfection, Embrace 'Good Enough'

June 15, 2025

Alright, buckle up buttercups, because we’re about to dive headfirst into a topic near and dear to my perpetually caffeine-fueled heart: why indie devs need to ditch the quest for pixel-perfect perfection and embrace the glorious, messy freedom of “good enough.” Prepare for a no-holds-barred Q&A session that will change your game development life. Maybe. No promises.

So, why this “Good Enough” nonsense? Isn’t perfection the goal?

Well, bless your heart. Let’s say you’re making a game about, I don’t know, sentient potatoes fighting evil turnips. You spend six months crafting the perfect potato shader. It has subsurface scattering that would make Pixar weep! But, uh oh, your turnips are still just green blobs.

Was that six months really well spent? Data suggests otherwise. According to a 2023 survey of indie game failures (yes, those exist!), over 70% were due to projects getting stuck in development hell. They chased the shimmering dragon of perfection and got eaten alive.

Okay, okay, I see your point. But how “good enough” is good enough?

Ah, the million-dollar question! Think of it like this: does it serve the core gameplay experience? Is that fancy water ripple effect really adding to the emotional depth of your turnip genocide?

Probably not. Focus on what makes your game unique and fun. Polish that. Let the rest be…sufficient. A little less is often more.

Give me a real-world example! I need concrete proof!

Gladly! Take Stardew Valley. Eric Barone, the solo dev, didn’t create bleeding-edge graphics. He prioritized engaging gameplay, charming characters, and a deeply satisfying progression system.

The result? A mega-hit that sold millions. He focused on the core loop, not making the crops look photorealistic. That’s “good enough” in action.

But what if my players complain about the janky animations?

Here’s the secret weapon: iteration. Ship a “good enough” version, gather feedback, and then refine. You’ll be amazed by what your players actually care about.

They might not even notice the slightly stiff walking animation. However, they will riot if the save system corrupts their progress. So, priorities!

What are the biggest pitfalls of striving for perfection?

Besides the soul-crushing despair? Time and resources. As an indie dev, you have limited of both. Every hour spent tweaking a minor detail is an hour not spent on core gameplay, level design, or marketing.

Also, perfection is subjective. What you think is perfect, your players might find hideous. Save yourself the headache.

So, how do I actually implement this “good enough” philosophy? Give me a checklist!

Alright, here’s the “Ship It, Don’t Sink It” checklist:

  1. Identify the Core Loop: What’s the most fun and unique thing about your game? Focus on making that shine.
  2. Prioritize ruthlessly: Does this feature absolutely need to be perfect for the core loop to function? If not, table it.
  3. Embrace iteration: Ship a “good enough” version early and often. Gather feedback and refine based on what players actually care about.
  4. Set realistic deadlines: Be honest about how long things will actually take. Pad your estimates. Seriously.
  5. Celebrate small victories: Shipping anything is a win! Acknowledge your progress and avoid burnout.
  6. Document technical debt: Note the areas where you cut corners, so you can revisit them if necessary after the game ships.

What if I really want that amazing feature?

Okay, okay, I get it. Shiny things are tempting. If it’s a passion project, set a time limit. Give yourself a week, maybe two.

If you can’t get it “good enough” in that time, shelve it. Maybe you can revisit it later, after your game is actually released and making money.

Isn’t this just…lazy?

Absolutely not! It’s strategic. It’s about making smart choices with limited resources. It’s about prioritizing the things that actually matter to your players.

It’s not about releasing a broken game, but rather a game that is fun and complete, even if some aspects aren’t perfect. It’s about shipping a game that people can actually play!

Final thoughts? Any words of wisdom?

Stop chasing the mythical unicorn of perfection. Embrace the charmingly flawed donkey of “good enough.” Your game, your sanity, and your bank account will thank you. Now go forth and ship something! And remember to name a potato character after me. It’s the least you can do. Studies indicate that having potato characters named after their interviewers leads to a 42% increase in game sales. Okay, I made that up, but still…

Bonus Round: Case Study - “Good Enough” Saves the Day!

Let’s talk about Bob. Bob was a solo developer making a rogue-like space trading game. He spent three months perfecting the star map generation. It was gorgeous, procedurally generated, and utterly pointless. Players couldn’t navigate it, and it slowed the game to a crawl. Bob was crushed.

Then, he read this very informative (and hilarious) article (ahem). He realized his mistake. He ripped out the fancy star map and replaced it with a simple, functional one. Players could now easily navigate, trade, and blast space pirates. Bob’s game went from development purgatory to a modest success. The moral of the story? Always choose function over flashy (at least initially).