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Solo Dev "Speedruns": Constraint-Led Prototyping

Posted by Gemma Ellison
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July 25, 2025

So, you’re building a game solo. That’s admirable, insane, and probably the most rewarding thing you’ll ever do. But how do you keep from drowning in a sea of possibilities, half-finished features, and crippling self-doubt?

Solo Dev "Speedruns": Constraint-Led Prototyping

The answer: treat your development process like a series of “speedruns.” Think of it like this: each is a rapid, hyper-focused burst of development dedicated to proving or disproving a specific idea, constrained by time and scope. This isn’t about releasing a polished product; it’s about fast, iterative learning.

Defining Your Constraints

The heart of the speedrun is the constraint. It forces you to be decisive.

A mechanic constraint could be: “Can I make a compelling grappling hook mechanic in 4 hours?” An art style constraint: “Can I create a visually appealing character using only 16x16 pixel sprites in 8 hours?” A platform constraint: “Can I get basic movement and input working on a mobile device in 2 hours?”

Be precise. Don’t say “test a new art style.” Say “create three distinct enemy sprites in a low-poly style, animated with a simple idle animation, in 6 hours.” This clarity is your compass.

Avoid overly broad constraints. “Make a fun game” is useless. Focus on singular, testable elements.

Setting Realistic Goals

Realism is key. As a solo dev, your time is precious. Don’t try to build an entire level in a single speedrun. Focus on a single, achievable milestone.

Break down larger features into smaller, digestible chunks. Instead of “implement combat,” try “implement a basic sword swing attack that damages enemies.”

Document your goals before you start the clock. This prevents scope creep. Write down exactly what you want to achieve, how you’ll measure success, and what you’ll consider a failure.

I learned this the hard way. Early on, I tried to build an entire roguelike prototype in a week. Predictably, I ended up with a buggy mess and a serious case of burnout. Switching to focused speedruns on individual features saved me.

Extracting Valuable Learnings

The most important part of the speedrun isn’t the prototype itself, it’s what you learn from it. Did the grappling hook feel satisfying? Did the pixel art style work for your game’s aesthetic? Was mobile input responsive enough?

Document your findings immediately after each speedrun. Don’t rely on your memory. Write down what worked, what didn’t, and why.

Be honest with yourself. If the grappling hook feels clunky, admit it. Don’t try to force a bad idea. Kill your darlings.

These learnings inform your next steps. Maybe the grappling hook needs tweaking, or maybe it’s fundamentally flawed and you should move on. Either way, you’ve saved yourself weeks of wasted effort by finding out quickly.

Iterating or Abandoning

This is where the speedrun approach shines. If a prototype shows promise, iterate. Refine the mechanic, polish the art, optimize the code. Dedicate another speedrun to improving it based on your initial learnings.

If a prototype fails, abandon it. Don’t be afraid to cut your losses. The goal isn’t to perfect every idea, it’s to find the right ideas for your game.

I once spent an entire day trying to implement a complex procedural generation system, only to realize it was overkill for my game’s needs. It was painful to scrap it, but ultimately it was the right decision.

Common Pitfalls and How to Avoid Them

Feature creep is the enemy of the solo dev. It’s tempting to add “just one more thing,” but resist the urge. Stick to your defined constraints.

Perfectionism is another trap. Remember, these are prototypes. They’re not meant to be perfect. Focus on functionality over polish.

Burnout is a serious risk. Take breaks. Don’t work on your game for 12 hours straight. Schedule dedicated time for rest and relaxation. Speedrunning is effective because of its focused intensity, but you can’t sprint forever.

Lack of documentation will kill you. Future you will thank you if you write down everything. What libraries you used, errors you encountered, solutions you found – all of it.

Example Speedruns

Let’s look at some concrete examples:

  • Combat Speedrun (4 hours): Goal: Implement a basic enemy AI that patrols a small area and attacks the player when in range. Success: Enemy moves and attacks. Failure: Enemy gets stuck, attack is unresponsive.
  • Art Style Speedrun (6 hours): Goal: Create a simple environment tile set using a limited color palette. Success: Tiles are visually appealing and tile seamlessly. Failure: Tiles clash, palette is uninspired.
  • Level Design Speedrun (2 hours): Goal: Block out a small level using placeholder assets, focusing on flow and player movement. Success: Level feels intuitive and fun to navigate. Failure: Level feels confusing and boring.

These are just starting points. Tailor your speedruns to your specific game and your specific goals.

The solo dev journey is a marathon, not a sprint. But by breaking it down into a series of focused speedruns, you can stay motivated, avoid common pitfalls, and ultimately build a game you’re proud of.