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

This page may contain affiliate links.

**"One Week, One Mechanic: How Constraints Saved My Solo Prototype"**

Posted by Gemma Ellison
./
July 24, 2025

One Week, One Mechanic: How Constraints Saved My Solo Prototype

Scope creep is the silent killer of indie game development. We’ve all been there, staring at a blank project, dreaming of a sprawling RPG with crafting, companions, and a branching narrative. Then reality hits. You’re one person. You have limited time. That grand vision can quickly turn into a development nightmare.

This is the story of how I avoided that nightmare and learned the power of constraints by building a prototype in one week with one specific mechanic.

The Mechanic: Gravity Switching

I wanted to build a puzzle platformer. A common genre, yes, but one I felt I could put my own spin on.

The core mechanic I chose was gravity switching. The player could, at any time, flip their gravity to the opposite direction. Instantly. This would allow for interesting navigation challenges, manipulation of objects, and hopefully, a unique feel.

My initial design doc was, frankly, bloated. I envisioned multiple gravity directions (left, right), physics-based puzzles involving objects with different weights, and even enemies that utilized gravity switching themselves. Ambitious, right?

That’s precisely the problem.

Day 1: Reality Bites

Day one was a harsh wake-up call. Setting up the basic player movement, camera, and the initial gravity flip was surprisingly time-consuming. I used Unity’s character controller, which I thought I knew well, but quickly discovered some edge cases when instantly reversing velocity.

The first hurdle was preventing the character from clipping through the floor when switching gravity near the ground.

My initial solution was a simple raycast to detect the ground and then applying a small upward force after the flip. It worked… mostly. Sometimes the player would still clip. Sometimes they’d get launched into the air.

Lesson one: even seemingly simple mechanics can have hidden complexity.

I lost almost a full day wrestling with this issue. That’s when the one-week deadline started to feel very real.

Day 2: Scope Reduction - a Necessary Evil

Day two was dedicated to ruthlessly cutting features. Multiple gravity directions? Gone. Physics-based object manipulation beyond simple pushing? Scrapped. Enemies? Absolutely not.

I focused on the absolute core: can the player flip gravity, move around, and navigate basic levels?

This was difficult. As developers, we often fall in love with our ideas. Letting go feels like a personal failure. But it’s not. It’s strategic.

I decided to focus on level design as the primary source of complexity. Instead of complex physics, I would create intricate platforming challenges.

Day 3-4: Building the Core Loop

These days were about iteration. I built a few simple levels, focusing on teaching the player the nuances of gravity switching.

One key design choice was making the gravity flip instantaneous and predictable. No animation delays, no momentum changes. Just a clean, immediate flip.

This made the mechanic feel responsive and allowed for precise platforming.

I also implemented a simple “checkpoint” system. Die? Respawn at the last checkpoint. No lives, no game over. This removed frustration and encouraged experimentation.

I encountered a nasty bug where the character’s jump velocity would sometimes be multiplied after a gravity flip, sending them flying across the level. It turned out to be a floating-point precision issue related to the Character Controller’s internal calculations.

The fix was surprisingly simple: clamping the character’s vertical velocity after each gravity flip.

This highlights a common problem: complex systems can have unexpected interactions. Always be prepared for weird bugs.

Day 5: Playtesting - Brutal Honesty

Playtesting is essential, even on a solo project. I showed the prototype to a few friends who had no prior knowledge of the game.

The feedback was invaluable.

Several players found the gravity flip disorienting at first. I addressed this by adding a subtle camera shake and a visual cue (a brief flash) when the gravity switched. This made the action feel more impactful and less jarring.

Another common complaint was the lack of feedback when the player was about to fall off a platform. I added a subtle screen edge glow when the player was close to an edge.

This illustrates a crucial point: what feels obvious to you as the developer might not be obvious to the player. Fresh eyes are essential.

Day 6: Polish and Refinement

Day six was all about polishing the experience. Tweaking jump height, adjusting level layouts, adding small visual details.

I also implemented a simple timer to track the player’s completion time for each level. This added a layer of replayability and encouraged players to optimize their routes.

One significant improvement was adding a particle effect when the player switched gravity. It wasn’t necessary, but it added a nice visual flourish and made the action feel more satisfying.

Day 7: Reflection and Presentation

On the final day, I compiled everything into a playable demo. I created a short video showcasing the gameplay and wrote a brief description of the project.

Looking back, the one-week constraint was the best thing that could have happened to this prototype. It forced me to prioritize, to make difficult choices, and to focus on the core essence of the mechanic.

Without it, I would have likely wasted weeks chasing features that ultimately didn’t add to the experience.

Key Takeaways for Solo Developers

Here’s what I learned from this experience:

  • Embrace constraints. They force creative problem-solving.
  • Scope reduction is your friend. Identify the core mechanic and cut everything else.
  • Iterate rapidly. Build, test, and iterate quickly. Don’t get bogged down in perfection.
  • Playtest early and often. Fresh eyes are invaluable.
  • Polish matters. Small details can make a big difference.
  • Don’t be afraid to kill your darlings. If a feature isn’t working, cut it.

The one-week challenge not only resulted in a playable prototype but also taught me valuable lessons about game development, prioritization, and the importance of constraints. It was a challenging but ultimately rewarding experience that I highly recommend to any solo developer. Now, get out there and build something! Even if it’s only in a week.