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Comparing Scope: Subscription Budget vs. Wishlist

Posted by Gemma Ellison
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August 14, 2025

Motivation for a solo game developer often ebbs and flows like the tides. One week, you’re brimming with innovative ideas; the next, you’re staring at your code, wondering where to even begin. This fluctuation frequently leads to a common pitfall: scope creep. Instead of an ever-expanding wishlist of features, it is more effective to treat your game’s scope like a “subscription budget.”

The “Wishlist” Trap

The “wishlist” trap is alluring. It starts innocently, perhaps with “just one more enemy type” or “a slightly better animation.” Then, new trends emerge, and suddenly, your simple platformer needs a crafting system and a battle royale mode. “I started with a clear vision for a small, narrative-driven game,” one developer shared, “but then I saw a popular roguelike and thought, 'mine needs procedurally generated levels too!’” Another lamented, “Every time I felt a dip in motivation, I’d add a new feature to ‘re-excite’ myself. It worked for a day, then I’d be stuck with even more work.” This “just one more thing” mentality often leads to burnout and, ultimately, abandoned projects. Many developers find themselves with a dozen half-finished ideas rather than one completed game.

The “Subscription Budget” Mindset

Adopting a “subscription budget” mindset means making deliberate choices about what your game absolutely needs. It’s about recognizing your finite resources and allocating them wisely.

Define Your Core “Subscription”

Identify the absolute minimum feature set required for your game to be playable and enjoyable. This is your “tier 1 subscription.” For a platformer, it might be character movement, basic jumping, level loading, and one enemy type. For a puzzle game, it could be the core puzzle mechanic and a handful of levels. Don’t add anything beyond this fundamental core at this stage.

Allocate Your “Budget”

Before you write a single line of code, determine your “scope points” or “feature credits.” How much time, skill, and actual budget can you realistically dedicate to this project? Be brutally honest with yourself. If you have 2 hours a night and moderate coding skills, your budget is significantly different from someone with a full-time commitment and years of experience. This allocation should reflect your total capacity, not your aspirations.

Prioritize and “Subscribe”

Now, with your “budget” in mind, prioritize features. A useful method for solo developers is a simplified impact vs. effort matrix. List all potential features. For each, estimate its impact on the player experience and the effort required to implement it. “Must-have” features are those with high impact and low-to-medium effort that fall within your core subscription. “Should-have” features are next, followed by “could-have” and “won’t-have.” “Subscribe” to features that fit your budget. Understand that anything beyond your initial core features is an “add-on” that you might consider later, only if time and resources permit after the core game is complete.

Avoiding the “Upgrade” Trap

The biggest challenge is resisting the urge to constantly “upgrade” your subscription during development. Once you’ve defined your core and allocated your budget, stick to it. Every time a new idea pops up, ask yourself: Is this essential for the core game? Does it fit within my current budget? If not, park it in a “future ideas” document, but do not implement it now. Completing a focused, polished game is infinitely more valuable than perpetually expanding an unfinished one. Remember, you can always release updates or sequels with additional features once your first version is out.

Real-World Application and Success Stories

Many indie developers have found success by embracing this philosophy. Consider “Stardew Valley” for a moment. While it grew into an expansive game, its initial release was a tightly scoped, polished farming simulator. The developer, ConcernedApe, built a solid core before adding layers of complexity. Similarly, “Celeste” focused on incredibly tight platforming mechanics and level design, proving that a focused experience can captivate millions. These games didn’t try to be everything to everyone from day one; they prioritized their core experience.

Actionable Advice and Tools

To implement this “subscription budget” mindset effectively, you need a system. Start by writing down your “tier 1 subscription” features. Then, create a detailed list of all potential features and categorize them using a simple prioritization method. Regularly review this list and your progress against your initial budget. Maintaining a “game dev journal” or “game development log” is invaluable for tracking your game dev progress. It helps you document decisions, note challenges, and celebrate small victories. This consistent tracking prevents you from losing sight of your core scope and helps you stay accountable to your “budget.” A well-kept journal can highlight when you’re veering off track, allowing you to re-center before scope creep takes hold. To help you manage your game’s scope and track your development effectively, consider utilizing a dedicated game development journaling tool. It can provide the structure and consistency you need to define your “subscription,” stick to your “budget,” and finally launch that finished game.