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5 Techniques for Mastering Indie Game Feature Cutting

Posted by Gemma Ellison
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August 9, 2025

The cursor blinked mockingly on Liam’s screen. Another midnight, another overflowing Trello board for “Aetherbound,” his ambitious solo indie game. What started as a whimsical platformer with unique grappling mechanics had morphed into an unwieldy beast. He’d tacked on an RPG-lite skill tree, then a crafting system, then base building, then… he sighed. His passion project felt more like a chore, an endless sprint towards a finish line that kept receding.

He clicked on a task: “Implement dynamic weather system with environmental effects.” Next to it: “Design 20 unique enemy types.” Below that: “Develop complex branching dialogue for all NPCs.” Each new feature felt like a brilliant idea at the time, a way to make “Aetherbound” truly stand out. Now, they were anchors, dragging him down. He wasn’t refining the core experience; he was just adding more and more, diluting what made his initial concept special. He knew feature creep was his biggest enemy, but how do you stop adding when every new idea feels essential?

1. Revisit and Reaffirm Your Core Vision

The first step to effective feature cutting is a ruthless re-evaluation of your game’s fundamental identity. What is the absolute, undeniable heart of your game? If you had to describe it in one sentence, what would it be?

Liam initially envisioned “Aetherbound” as a “fast-paced platformer focused on fluid traversal and emergent combat using environmental interactions.” Every feature he’d added since then seemed to stray further from this concise vision. He wrote this core statement on a sticky note and put it on his monitor. He then reviewed every single feature on his Trello board, asking: “Does this directly enhance the ‘fast-paced platformer’ or ‘fluid traversal’ aspects?” If the answer wasn’t an immediate, resounding “yes,” it was a candidate for the chopping block. The crafting system? Gone. The complex branching dialogue? Reduced to simple, impactful quest givers.

2. The “Must-Have vs. Nice-to-Have” Matrix

Once you have your core vision, categorize every remaining feature. A simple 2x2 matrix can be incredibly powerful. Label one axis “Impact on Core Gameplay” (High/Low) and the other “Development Effort” (High/Low).

Liam plotted his remaining features. “Improved grappling hook physics” landed in “High Impact, Low Effort.” “Dynamic weather system” was “Low Impact, High Effort.” This visual representation made decisions clear. Features in “High Impact, Low Effort” were prioritized. Those in “Low Impact, High Effort” were immediately reconsidered, often cut or significantly scaled down. This process helped him distinguish between features that truly elevated the player experience and those that merely added bulk.

3. The Minimum Viable Product (MVP) Mindset

Think of your game’s first playable version not as a grand opus, but as a proof of concept. What is the absolute minimum set of features required to deliver the core experience and test its fun factor? This is your Minimum Viable Product.

For “Aetherbound,” Liam realized his MVP only needed one playable level, the core grappling mechanic, a basic enemy type, and one clear objective. Everything else, no matter how exciting, was postponed for post-launch updates or future iterations. This isn’t about compromising quality; it’s about achieving a playable, enjoyable game sooner. An early, focused release allows for player feedback and validation, which is invaluable.

4. The “Parking Lot” Approach

You don’t have to permanently delete every “nice-to-have” idea. Create a “Parking Lot” or “Future Ideas” section in your project management tool. When a feature gets cut, move it there instead of erasing it.

This method alleviates the psychological pain of cutting. Liam moved his elaborate base-building system to the “Parking Lot.” It wasn’t gone forever; it was just on hold. This allows you to acknowledge good ideas without letting them derail your current development. It also serves as a valuable repository for potential DLC or sequels, ensuring no creative spark is truly lost. Many successful indie games have grown significantly post-launch by gradually implementing features from their “Parking Lot.”

5. Relentless Documentation and Tracking

Cutting features isn’t a one-time event; it’s an ongoing process. To maintain momentum and avoid backsliding, you need a reliable system for tracking game development progress. A detailed game dev journal or game development log becomes your most valuable tool. Document every decision, every cut, and the reasoning behind it.

Liam started using a digital journal. He logged his feature cutting journey, noting the original scope, what he decided to cut, and most importantly, why. “Removed crafting system,” he wrote, “because it diluted focus from core traversal and added significant UI/UX burden.” This explicit justification prevented him from re-adding features later based on fleeting impulses. A game dev journal helps you stay consistent with devlogs, organize your creative process, and provides a clear historical record. This dedicated space to track game development progress is invaluable for solo developers.

Maintaining such a detailed record helps you understand the value of tracking your game dev progress. When you revisit past decisions, you can see how far you’ve come and why certain choices were made. It’s a powerful way to keep your scope manageable and your vision clear. For organizing your creative process and documenting your cutting journey, our journaling tool at your personal game dev journal offers the ideal solution. It’s designed to help solo developers just like Liam stay focused, track milestones, and celebrate progress, making the difficult art of cutting features a structured and sustainable practice.

Liam still had a long way to go with “Aetherbound,” but the screen no longer mocked him. The Trello board was leaner, clearer. The tasks, though still numerous, felt achievable. He wasn’t just adding; he was refining, sculpting his game into the focused, fun experience he always dreamed of. And for the first time in months, he felt a genuine flicker of excitement about seeing “Aetherbound” finally come to life.