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"One More Feature..." How Scope Turns Prototypes into Tombstones

Posted by Gemma Ellison
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July 28, 2025

One More Feature… How Scope Turns Prototypes into Tombstones

We’ve all been there. Staring at a promising prototype, a spark of an idea that could be amazing. Then the “one more feature” whispers begin.

The Siren Song of Scope Creep

Scope creep. It’s the silent killer of indie game projects. That initial vision, simple and achievable, gradually gets buried under layers of “wouldn’t it be cool if…” features.

I remember working on a pixel-art roguelike. The core loop was solid: explore, fight, loot, die, repeat. Fun, right? Then came the feature requests – from myself, mostly. “Wouldn’t it be cool if there were randomly generated quests?” “What if the player could build a town between runs?” “And pets! Everyone loves pets!”

Each addition, seemingly small on its own, chipped away at the core. The codebase ballooned. Bugs multiplied. The fun evaporated, replaced by a crushing sense of overwhelm. The project, once vibrant, became a stagnant pool of half-finished mechanics.

It ended up abandoned. A tombstone of good intentions. This happens more often than many indie devs care to admit.

The Allure of “Just One More”

The problem with “one more feature” is that it’s never just one more. Each feature has dependencies. It interacts with existing systems in unexpected ways. It requires art, sound, UI, testing. The effort expands exponentially, not linearly.

Consider a simple platformer. The core loop is move, jump, collect. Sounds easy, right? But then you add a double jump. Now you need new animations, updated collision detection, and tweaked level design to accommodate the increased mobility. Then comes the wall jump, the dash, the power-ups, each adding complexity and potentially breaking what was already working.

These additions can be great, but without planning, they lead to disaster.

Defining the Core Loop: Your North Star

The first line of defense against scope creep is a clearly defined core loop. What is the fundamental gameplay experience that makes your game unique and engaging?

For a puzzle game, it might be "observe the environment, identify patterns, solve puzzles, progress". For a strategy game, it could be "gather resources, build units, explore the map, defeat the enemy".

Everything else should be subordinate to this core loop. If a feature doesn’t directly enhance or support it, seriously question its inclusion. Your core loop IS your game.

Ruthless Prioritization: Embrace the “No”

Once you’ve defined your core loop, prioritize features ruthlessly. Use a simple framework: Must Have, Should Have, Could Have, Won’t Have (for now).

“Must Have” features are essential for the core loop to function. “Should Have” features significantly enhance the experience but aren’t strictly necessary. “Could Have” features are nice-to-haves that can be added later if time and resources permit. “Won’t Have” are features that are explicitly excluded from the initial release.

Be brutally honest. It’s better to ship a polished, focused game with a strong core loop than a bloated, buggy mess with every feature imaginable.

Timeboxing and Milestones: Keeping Scope in Check

Timeboxing and milestone-based development are powerful tools for managing scope. Set realistic deadlines for each feature or milestone. If a feature isn’t completed within the allotted time, either cut it or postpone it to a later release.

Divide your project into manageable milestones. For example, a first milestone could be "playable prototype with core mechanics implemented". The next milestone could be "first level/area complete with basic enemy AI".

This approach allows you to track progress, identify potential problems early on, and adjust your scope as needed. Don’t be afraid to cut a feature if it’s going to jeopardize the entire project.

The MVP: Minimum Viable Product

The MVP (Minimum Viable Product) is a concept borrowed from the startup world. It’s the simplest version of your game that delivers the core experience. It focuses on your core loop and leaves out all the extra bells and whistles.

Creating an MVP allows you to test your core mechanics, gather feedback from players, and validate your assumptions before investing too much time and resources.

Once you have a solid MVP, you can start adding features incrementally, prioritizing based on player feedback and your overall vision. Build your MVP. Then build your game.

Learning from Failure: My Tombstone Examples

The roguelike project I mentioned earlier wasn’t my only casualty of scope creep. I also had an RTS where I tried to procedurally generate not only the map, but also the unit stats. And a racing game where I got hung up on complex physics simulations before I even had a basic track. Each time, the project collapsed under its own weight.

These failures taught me valuable lessons. I learned the importance of planning, prioritization, and focusing on the core experience.

Shipping is the Goal

Ultimately, the goal is to ship a game. It’s better to have a finished, playable game that’s 80% of your original vision than an unfinished, buggy mess that’s 120%. Resist the urge to add "one more feature". Focus on delivering a polished, engaging experience.

Your players will thank you for it. And your project won’t become another tombstone in the graveyard of indie game dreams.