CaddieOpen in CaddieDownload for Mac

How to scope and cut a game to finish it

Shared by Caddie Library · Updated
Chapters show their main points
Chapter 26 of 26 · Prototyping, testing and accessibility
← The growth course
1. Finding Product-Market Fit
Test for real customer pull earlyPick a narrow niche to start inLaunch a simple first version fastLearn from users and customersRead early signs of product-market fit
2. Onboarding and Activation
Structure onboarding as a storyAsk and use onboarding questionsGet users to the aha moment fastDecide how long onboarding should beBuild quiz funnels for paid traffic
3. Paywalls and Pricing
When to choose a hard paywall over freemiumDesign a paywall that convertsPrice annual and monthly plansSet, raise and localize pricesRun free trials and free tastes
4. Business Models and Revenue
Structure subscription tiersKeep a free tier that pays offCharge for usage and AI creditsPair hardware with a subscriptionAdd ads, affiliates and partners
5. Retention and Engagement
Measure retention honestlyBuild habit loops that bring users backUse notifications and lifecycle messagesReduce churn and handle cancellationsBuild social loops and community
6. Brand and Positioning
Position against bigger incumbentsName and describe your productEarn trust in high-stakes categoriesBorrow credibility from celebrities and experts
7. Organic Content and Creators
Find, vet and recruit creatorsPay creators fairly and safelyBrief and manage creatorsFind and copy viral formatsScale one format across many accountsRank in AI search and SEO
8. Paid, App Store and Viral Growth
Make ads that convertTurn organic winners into paid adsStructure and scale Meta campaignsTell if paid acquisition is profitableWin in the App StoreBuild viral and referral loops
9. Experimentation and Analytics
Run trustworthy experimentsJudge test results correctlyRun more experiments fasterWhat metrics to track and how to define them
10. Building AI Products
Build for the models of tomorrowDesign AI interfaces beyond chatDesign AI agents people can trustMeasure AI quality with evalsControl AI costs and pricingBuild products with AI coding tools
11. Teams, Hiring and Funding
Hire people who thrive on ambiguityOrganize small product teamsRun exploratory bets and kill themWork as a team with AI agentsWhen to raise money or sell your company
12. Founder Principles
Pick a mission worth building a company aroundWhy to trust your own judgment over the consensusTurn failure and setbacks into the next stepLearn from rivals and copy what works
13. Choosing Where to Compete
Make low cost your competitive advantageCreate a market instead of fighting for shareWhy scarcity and brand can beat volumeBuild an advantage that feeds itselfAttack a bigger rival where it cannot followWhen to stay focused on the core business
14. Building and Leading the Company
Hire great people and give them roomAlign pay and ownership with the missionKeep your culture and standards as you growBuild candor and fast decision-makingWhy leaders must stay close to the work and customersChoose and prepare a successor
15. Capital and Deals
Fund growth without losing controlAcquire companies and keep what makes them workWhat to do with cash: reinvest, buy back or holdWhy to keep a cash cushion and avoid heavy debtStructure ownership to protect your missionNegotiate deals that keep your leverage
16. Finding Ideas and Thinking
How to find ideas worth writing aboutWhy writing is how you find out what you thinkHow to research so the writing carries feelingHow to read like a writer
17. Structure and Argument
How to open so readers keep goingHow to find the shape before you draftHow to keep readers curious with questions and cluesHow to argue without preachingHow to end so the last page lingers
18. Clear Sentences and Voice
How to write plainly for a reader who knows nothingHow to choose specific details over generic onesHow to sound like yourself on the pageHow to shape rhythm and phrases people remember
19. Characters and Storytelling
How to build characters readers care aboutWhat makes a scene move: want, obstacle and changeHow to write dialogue that sounds real but stays shortHow to make readers feel without telling themHow to turn information into a story
20. Revising, Habits and Readers
How to cut and rewrite your own draftHow to get feedback you can useHow to build a writing routine that lastsHow to get unstuck when a draft stallsHow to use AI without losing your voiceHow to write for one specific reader
21. Why people play games
How to design around the feeling you wantHow to find a game idea with a hookHow to decide who your game is forWhy rewards and motivation need careful designHow to use mystery and curiosity to pull players on
22. Core mechanics and loops
How to build a game around one core verbHow to give each mechanic several jobsHow to add depth with holds, timing and chainsHow to use feedback loops to keep games balancedHow to use randomness without frustrating playersHow to make synergies feel powerful and earned
23. Challenge, difficulty and feel
How to make hard games feel fairHow to tune difficulty with many leversHow to offer assists without breaking your intentHow to make death and retries painlessHow to make movement and controls feel goodHow to add camera and juice that sell impact
24. Teaching players and designing levels
How to teach mechanics without a tutorialHow to introduce mechanics one at a timeHow to guide players without markersHow to build levels around one mechanicHow to design puzzles with a catch and a revelationHow to design dungeons from locks and keys
25. Progression, systems and story
How to gate exploration without trapping playersHow to design unlocks and skill treesHow to let systems create emergent playHow to design enemy AI players can readHow to tell stories through mechanicsHow to make player choices and consequences matter
26. Prototyping, testing and accessibility
How to prototype before you commitHow to scope and cut a game to finish itHow to run playtests that reveal real problemsHow to turn player feedback into the right fixHow to build accessibility in from the start

1 The bottom line

Plan the game in layers, cut the least essential content early, then lock content so the last weeks go to polish. A game that ships smaller and polished beats a bigger one that never finishes.

2 Key takeaways

When I was producing new content, the game was getting longer, but it wasn't really getting much better.

Mark Brown, Game Maker's Toolkit

2.1 Fix the size and plan in layers

Build the game one solid layer at a time
Word Play went from a bare spelling game in December to QA by late June, one layer at a time.

Decide how big the game is, then build it one layer at a time.

  • Build the bones before the content. Mark Brown, Word Play (Game Maker's Toolkit)17:53.
    • Focus on one layer at a time: core verb, game loop, content, then balancing.
    • You will still touch earlier layers, but each layer sits on a solid one, which keeps development faster and more agile.
    • Word Play went from spelling game in December to loop in March, perk production in June, and QA in late June.
  • Fix the number of levels and define what a level is. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)4:56.
    • A vague plan to make a bunch of levels does not tell you how big the game is or where mechanics get introduced.
    • Mark set 50 levels in five worlds of 10, with a level being a single screen puzzle chamber finished in 2 or 3 minutes.
    • Choose a conservative scope, especially if your past output has been slow.
    • Without a task list, Mind Over Magnet had only about nine months of real work after 24 months of development Mark Brown, Mind Over Magnet (Game Maker's Toolkit)2:30.
  • Give every level slot a clear job. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)6:47.
    • A defined purpose per level made the work easier, not more constrained.
    • Mark stopped staring at a blank canvas and could make four or five levels in a day.
    • He had around 40 final levels within a month, plus about 100 drafts that were thrown away.
  • Start with a broad plan and write a sub-plan when you begin each task. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)4:28.
    • List everything needed to finish, from naming the game to building levels, writing the story and making a store page.
    • Add a detailed sub-plan only for the task you are starting.
    • The plan also gave Mark something else to do when he was burnt out on level design. He painted the world one background and made marketing screenshots Mark Brown, Mind Over Magnet (Game Maker's Toolkit)10:22.

2.2 Reach a complete build quickly

Use a short clock and a minimal scope to get the whole game playable before you polish anything.

  • Name your blocker, then set a short deadline and a minimum scope. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)19:02.
    • Pick an arbitrary time limit such as one month, list only the core things the game needs, and build a handful of levels with them.
    • The deadline forces decisions because there is no time to explore every branch.
    • Oliver Granlund advised carrying and dropping the magnet plus polarity, and five levels, as the MVP. Mark committed to 30 days.
    • Scope creep keeps extending one path. Analysis paralysis takes small steps down many paths and never leaves the start line. A deadline and a minimal scope cure the second Mark Brown, Mind Over Magnet (Game Maker's Toolkit)17:27.
  • Budget for tools and the player character early. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)10:30.
    • Good tools make building levels so fast that content appears almost unplanned. The extra pain at the start saves time and heartache later.
    • In many genres the main character is the backbone of the game and must feel good to move.
    • The Mind Over Magnet character controller took almost two months, while a full 10 level MVP took 30 days Mark Brown, Mind Over Magnet (Game Maker's Toolkit)11:08.
  • Make the whole game playable from intro to credits, even if it is rough. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)6:31.
    • Seeing the full package shows where the game is lacking and where the last weeks should go.
    • Mind Over Magnet became playable from the introductory cutscene to the final credits within a couple of months of the new plan.

2.3 Cut to fit your deadline and resources

Shrink the plan, not the deadline
AttributeOriginal planShipped plan
Puzzles50~40
Worlds54
Magnets32
StoryTwistingSimpler
DeadlineSlip another yearDecember 2024 kept
Mark cut about a fifth of the game rather than slip another year, and big studios do the same.

Check every plan against your real time and team, and trim what does not fit.

2.4 Cut what does not earn its place

Cut what is expensive, hazy or unsurprising
ExpensiveHazyUnsurprising
Cut contentStick ruleSafe ruleTurn-based world rule
GameBaba Is YouBaba Is YouBraid
ProblemNightmare programming bugsUnclear and uninterestingConsequences not surprising
Even content the designer likes goes if it costs more than it gives the player.

Some content costs more than it gives, even when you like it.

2.5 Lock content and polish

Pick a moment to say no more content, then put the remaining time into making what exists better.

2.6 Call it done and revisit your cuts

Finishing is your own decision, and the finished build shows which cuts you regret.

  • Decide yourself that the game is done. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)10:56.
    • There is no external sign a game is finished, so you must accept unfinished content and unexplored ideas.
    • The decision is scary, but it focuses the last weeks on polish and the game improves quickly.
    • Mark set a release date of November 6th, 2024, with the final three months for polish, playtesting and marketing.
  • Use the complete build to restore only the cuts you miss. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)7:14.
    • Mark missed the scissor gate, fixed its bugs and added a couple of levels using it.
    • He also added a few cutscenes and a small twist after he saw the story was dull.
  • Protect your development time from other work. Mark Brown, Mind Over Magnet (Game Maker's Toolkit)1:43.
    • The longer Mark spent making videos, the harder it was to get back into game dev. He put the channel on the back burner.
    • Mind Over Magnet sat untouched for six months after GDC.

2.7 Where designers disagree

Some advice depends on your genre, your team and when you plan.


Sources

Part of Prototyping, testing and accessibility in the growth library.