My First Finished Game - Devlog
Hii, thanks for passing by and reading this! I want to tell you about how I made my very first finished game.
From tutorial Hell to a real project
For almost 5 years I was stuck in tutorial hell. I watched hundreds of hours of videos, read about design patterns… but I never finished anything. Not even a single level.
That’s why I decided to force myself into a strict time limit: finish a game in just one week.
How one Week Become two
This is how the game looked on Day 5 out of 7:
At that point, it was buggy, way too simple, and so short it could be finished in under 30 seconds. So I extended the limit to two weeks.
Making decisions fast
With only two weeks, I had to decide: what really matters?
I decided to focus on polish first — thanks to some pre-made assets, the game immediately started looking more like a “real” project instead of a prototype.
The game started with just two mechanics: movement and picking up items. Instead of adding everything I wanted, I focused on polishing and debugging those basics and adding some graphics.
Ideas like a dash, a combo system, a high-score counter, or obstacles would’ve been great — but also way too complex for the deadline.
The importance of game feel
Seeing gems fly into the player with a magnet effect… just feels right.
Even with such simple mechanics, I wanted the game to feel satisfying:
- Smooth movement.
- Gems that feel absorbed.
- Sounds and text feedback to make actions juicy.
The result was a “comfy” game. No timers, no stress — just the small joy of collecting and growing stronger.
Making the Most of Limited Time
Watching gems form patterns feels pretty nice, doesn’t it?
To avoid repetition, I improvised: every few waves something new appears, like a new gem type or formation pattern.
But still… it didn’t feel like quite enough.
Last Day addition
On the very last day, I took a risk and added a new system: upgrades.
At first, the player feels tanky and sluggish. With upgrades, there’s progression — more speed, bigger magnet range, and the ability to handle waves of gems without stress.
Lessons learned
Biggest lesson: plan first, code later.
Since I jumped in without a clear goal, I lost at least 3 days reworking systems. Next time I’ll think through the design before touching code.
I worked 10–14 hours a day to finish this, and while it was rough, it was also exciting. Watching a simple square evolve into something that feels like a real game made everything worth it.
What’s next
This project is small — just like my next ones will be, for now. I still have a lot to learn, but each project helps me grow.
I’ll take a few days to think about game design before coding again. In 2–3 weeks, I’ll be back with a new project (no idea what it’ll be yet, haha).
Thanks so much for reading and supporting me on this journey! 💖
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