Crash Course in Showing Scary, Unfinished Game Work
So, You Made a Game… Now Show It Off (Without Screaming)
Indie game development: it’s a thrilling rollercoaster of creativity, coding, and the occasional existential crisis. You’ve poured your heart (and probably sleep schedule) into your project, but the thought of showing your unfinished work fills you with dread? You’re not alone.
We sat down with veteran indie dev Anya “SpectreCat” Petrova to dissect this very fear, and learn how to turn that anxiety into actionable progress.
Interview with SpectreCat: Taming the Development Demons
Interviewer: Anya, thanks for joining us. Let’s jump right in. Why are so many devs terrified of showing off work in progress?
SpectreCat: It’s vulnerability, plain and simple. You’re exposing something raw, imperfect. It’s like inviting people to critique your baby. Plus, the “scope creep ghouls” are always whispering doubts: “It’s not good enough,” “They’ll laugh,” “It’ll never be finished.”
Interviewer: Scope creep ghouls, I like that. What’s the biggest pitfall devs fall into when do decide to show their game?
SpectreCat: Feature creep zombies. They add every shiny new thing they see, hoping it’ll impress, and end up with a bloated, unfocused mess. It’s like trying to build a haunted house with every horror trope imaginable. You end up desensitizing your audience, not scaring them.
Interviewer: So, how do you combat these fears and stay on track?
SpectreCat: First, reframe the “reveal.” It’s not a judgment; it’s data gathering. You’re not asking, “Is my game good?” You’re asking, “Is this mechanic fun? Is this UI intuitive?”
Step 1: The Postmortem Before the Corpse
SpectreCat: Before showing anything, do a mini-postmortem on the feature you’re showcasing. Ask yourself, “What problem was I trying to solve? What did I learn? What went well? What went horribly wrong?”
Interviewer: That sounds… intense.
SpectreCat: It’s about self-awareness. If you know the flaws going in, you’re less likely to take criticism personally. And document everything. This is the start of your game dev journal.
Pro-Tip: Track your development progress in a game dev journal. The first entry could include your project’s elevator pitch, target audience, and core mechanics. This helps keep your game design consistent and focused as you build it. Want to track your development journey from start to finish? Our dev journal has pre-made templates designed just for indie devs like you.
Step 2: Curate the Horror Show
SpectreCat: Don’t show everything at once. Less is more. Focus on one specific aspect. A single level, a new enemy type, a revamped UI. Frame it as an experiment. “I’m testing this new movement system. Does it feel fluid?”
Interviewer: What about visual polish? Does it need to look perfect?
SpectreCat: Absolutely not. Embrace the placeholder art. “This is a stand-in asset; ignore the low resolution.” Honesty is your best defense. Audiences understand games are works in progress. Showing the evolution is part of the charm. Just be sure to communicate what’s temporary and what’s intentional.
Step 3: The Feedback Ritual
SpectreCat: Choose your audience carefully. Start with close friends, fellow devs, or trusted community members. Explain what kind of feedback you’re looking for. “I’m specifically interested in the difficulty curve.”
Interviewer: Any tips for handling harsh criticism?
SpectreCat: Remember, it’s about the game, not you. Listen actively, take notes, and thank them for their time. Filter the feedback later. Not every suggestion is gold. It’s important to stay consistent with your game development log by regularly recording this feedback and documenting any changes you intend to make in response to it.
Pro-Tip: Use a game development journal to record feedback, organize your to-do list, and summarize design considerations. This will help keep you on track. A structured game dev journal can help with making these types of decisions based on feedback. Want a head start? Use our pre-made dev journal templates.
Step 4: Banish the Scope Creep Ghosts
SpectreCat: This is where that initial postmortem and your dev journal come in handy. Refer back to your original vision. Did the feedback lead to scope creep? Does it fundamentally change the game’s core? If so, proceed with extreme caution.
Interviewer: So, it’s okay to say no?
SpectreCat: Absolutely. Saying “no” to a good idea that doesn’t fit is often harder than saying “no” to a bad one. Your game dev log will also help you review past decisions and compare against where you are now to make sure the scope isn’t creeping.
Step 5: Repeat, Refine, Rise from the Development Grave
SpectreCat: Showing your work is an iterative process. The more you do it, the easier it gets. You’ll build confidence, refine your pitch, and develop a thicker skin. And you’ll end up with a better game.
Interviewer: Any final words of wisdom?
SpectreCat: Embrace the vulnerability. Share your struggles, your triumphs, and your goofy placeholder art. The indie dev community is incredibly supportive. And remember, every great game started as a scary, unfinished mess.
Interviewer: Anya, this has been incredibly insightful. Thanks for sharing your perspective.
SpectreCat: My pleasure! Now go make something terrifyingly awesome!