Get Your Personalized Game Dev Plan Tailored tips, tools, and next steps - just for you.

The Best Workflow for Indie Game Dev Boundary Setting

Posted by Gemma Ellison
./
August 6, 2025

The Indie Game Dev Boundary Breakdown: Avoid My Kickstarter Catastrophe

Remember "Echo Bloom"? Probably not. It was my passion project, a narrative-driven puzzle game about bioluminescent flora on an alien world. I poured my heart, soul, and savings into it. The Kickstarter launched… and sputtered. Why? Burnout, scope creep, and a community that expected features I simply couldn’t deliver. I lost money, time, and almost my love for game development.

My mistake? Zero boundaries. I said “yes” to every feature suggestion, worked 16-hour days, and responded to every forum post instantly, even when it was just someone complaining about the art style. I was a one-person studio drowning in a sea of unrealistic expectations.

Learn from my mistakes. Setting boundaries isn’t selfish; it’s essential for survival as an indie dev. Here’s a three-step process to define and enforce them:

Step 1: Prioritize Like Your Sanity Depends On It

Time is finite. Features aren’t. You must prioritize. Don’t just make a list; rank everything ruthlessly.

Here’s my template:

  1. Core Mechanics: What must the game have to be considered finished? These are non-negotiable. (Example: Basic puzzle solving in “Echo Bloom”)
  2. Supporting Features: These enhance the core experience but aren’t essential. (Example: A specific type of unlockable cosmetic in “Echo Bloom”)
  3. Stretch Goals (Internal): Features you’d like to add if time and resources allow. (Example: Full voice acting in “Echo Bloom”)
  4. "Nice to Haves": Features that are cool but realistically won’t happen. These go in the “Someday” pile. (Example: A level editor in “Echo Bloom”)

Be brutally honest. Ask yourself: does this feature really improve the core gameplay loop? Is it worth the development time?

Example: I initially planned for 10 unique biomes in “Echo Bloom.” After prioritizing, I realized five were sufficient to tell the story and deliver a satisfying experience. Cutting the other five saved me months.

Step 2: Master the Art of the Polite “No”

Saying “no” is hard, especially to enthusiastic fans. But overpromising is worse. It leads to crunch, stress, and ultimately, a lower-quality game.

Here’s how to say “no” effectively:

  1. Acknowledge the Suggestion: “That’s an interesting idea!”
  2. Explain Your Reasoning: “Unfortunately, implementing that would significantly increase the development time, and I want to focus on delivering the core experience as soon as possible.”
  3. Offer an Alternative (if possible): “We’re exploring similar features, but they’ll likely come in a post-release update.”
  4. Reinforce Your Commitment: “Thanks for your understanding and your continued support.”

Avoid vague responses like “Maybe later.” Be direct and transparent. People respect honesty, even if they don’t get what they want.

Example: A backer suggested adding a multiplayer mode to “Echo Bloom.” I responded with the above formula, emphasizing that multiplayer wasn’t part of the core design and would require a complete overhaul. They were disappointed, but they understood.

Step 3: Community Management: Set Expectations Early and Often

Your community is vital, but they’re not your boss. Manage their expectations proactively.

Here’s how:

  1. Be Clear About Scope: In your marketing materials, clearly define what the game is and what it isn’t.
  2. Regular Updates: Keep your community informed about your progress, including any changes to the scope.
  3. Be Responsive, Not Reactive: Don’t feel obligated to address every comment or concern immediately. Set aside specific times for community interaction.
  4. Focus on Positive Engagement: Highlight positive feedback and constructive criticism. Ignore toxic comments.

Example: I should have emphasized that “Echo Bloom” was primarily a single-player experience. I let the community’s multiplayer suggestions linger, creating false hope.

Track Your Progress and Protect Your Boundaries

All of this sounds great in theory, but how do you actually implement it? The key is consistent tracking and reflection.

Start a simple dev log. Document your daily progress, but more importantly, note where you spent your time. Are you consistently working overtime? Are you getting sidetracked by non-essential tasks?

I wish I’d done this with "Echo Bloom". I would have seen the signs of burnout early on and course-corrected. I now use a dedicated tool to track my progress, manage my tasks, and reflect on my boundaries.

If you’re looking for a simple way to track your game development progress and stay consistent, consider starting a dev log with our game development journal. It’s helped me stay on track, avoid scope creep, and protect my sanity, and I believe it can do the same for you.

Remember, setting boundaries isn’t about limiting your creativity; it’s about protecting it. It’s about ensuring you have the time, energy, and mental space to create the best game possible. Learn from my “Echo Bloom” disaster and prioritize your well-being. Your game – and your sanity – will thank you for it.