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The Solo Dev's Guide to Avoiding Common Pitfalls

Posted by Gemma Ellison
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August 22, 2025

The Solo Dev’s Guide to Avoiding Common Pitfalls

Developing a game alone is a monumental task, often romanticized but rarely understood in its full difficulty. Many solo developers and students start with grand visions, only to stumble on predictable hurdles. This guide offers direct advice on navigating these common traps.

Pitfall 1: Scope Creep, the Silent Killer

The most frequent and devastating mistake for solo developers is an overly ambitious scope. You envision an open-world RPG with intricate lore and dozens of unique mechanics. This vision, while inspiring, quickly becomes a bottomless pit of work.

Start small. Really small. Focus on a single, core gameplay loop that is fun and polished. A simple arcade game or a short narrative experience is far better than an unfinished epic.

Define your absolute minimum viable product (MVP) before writing a single line of code. What is the bare essential experience you must deliver for the game to exist? Stick to that. Expanding later is always an option, but finishing something is the priority.

Pitfall 2: Neglecting Game Design Documentation

Many solo developers jump straight into coding, believing they can hold the entire design in their head. This works for a few days, maybe a week, but quickly leads to confusion, wasted effort, and inconsistent features.

A Game Design Document (GDD) is not just for large teams; it’s a critical roadmap for your solo journey. It forces you to think through mechanics, art style, narrative, and technical requirements before committing time to implementation. This upfront planning saves countless hours of refactoring.

Even a concise GDD can prevent significant headaches. Consider using tools like Blueprint to quickly outline your game’s core elements, ensuring you have a clear plan before development begins.

Pitfall 3: Obsessing Over Perfection Too Early

The desire for perfection can paralyze progress. You spend weeks on a single character model, or endlessly tweak a jump animation, while core gameplay remains unproven. This is a common form of procrastination disguised as diligent work.

Embrace the concept of