The bottom line
A game is finished when its maker chooses to lock the content, because nothing else will ever say it's done. Locking it shows the whole game and frees the last months for polish, which improves it fast.
Key takeaways
- Almost no game ships with everything its makers planned. 2:39
- Nintendo cut two dungeons from The Wind Waker to make the release window.
- Shadow of the Colossus was meant to have 48 colossi and shipped with 16.
- Cutting scope to fit the deadline is how a game becomes complete. 4:08
- Mind Over Magnet went from 50 puzzles to about 40, five worlds to four, and three magnets to two.
- With the smaller plan and a simpler story, the game was playable from intro to credits within a couple of months.
- A complete game shows what it still needs. 6:31
- Seeing the whole game showed a weak story, a flat finale and a bloated World 4.
- That led to extra cutscenes, a stronger final section, five worlds again and transition stages.
- Locking the content lets polish and playtesting improve the game faster. 8:29
- While he was adding content, the game got longer but not much better.
- Daily playtests now drive small fixes, like a hint pop-up for players stuck on a level, and testers are having fun.
- Nobody can tell you the game is done, so you have to call it yourself. 10:47
- That means accepting that some content goes unfinished and some ideas go unexplored.
- The release date is November 6th, 2024, with the three months left spent on polish, playtesting and marketing.
There is no external sign that the game is finished. You just have to stand up, say "this is it. I'm done. I've called it."
Mark Brown, Game Maker's Toolkit
Chapter summaries
0:00 A plan that could not meet the deadline
The full plan and the end-of-2024 deadline could not both be kept.
- The original plan needed more time than the deadline allowed. 1:21
- Content was only part of the work. Polish, bug fixing, marketing, travel and the GMTK game jam also took time.
- The game was already over 3 years old.
- The secret plan was to finish by December 31st, 2024, and never work on the game in another calendar year.
- He wants to move on to other games and videos, and his Patreon backers have waited a long time.
- "Done" and "finished" mean different things, and the rest of the episode separates them.
2:39 Cutting is normal
Developers say shipping less than planned is the norm in game making.
- Scope often changes at the last minute to hit a date or a budget. 2:39
- Developers at Zoom calls and the Develop Conference in Brighton all said the same thing.
- Dark Souls rushed Lost Izalith and the Bed of Chaos to meet its deadline. Cutting them might have been better.
- Paul Valéry: a work is never truly completed, only abandoned. It is often credited to George Lucas.
- Putting everything into a game fights with releasing it while you are still alive.
4:08 Rewriting the plan
Small cuts to magnets, mechanics and story made the game finishable.
- Dropping a magnet, two mechanics and most of the story saved work. 4:22
- Max, the throwable magnet, was removed. The switcher magnet now appears earlier and gains polarity switching later.
- The scissor gate caused bugs, and the mighty magnet had no levels, so both went.
- That change saves assets and streamlines the story.
- The cutscenes only need to motivate the escape from the factory and break up the puzzles.
- A playable game produced a long list of fixes. 5:45
- Playtests and a close read produced a monster list of problems.
- Examples: ugly visuals, a bug when a magnet dies while talking, and magnets stuck on corners.
- When a playtester skipped a puzzle in an unexpected way, he changed the level to stop it.
- The process did more than fix bugs. It changed how he worked.
6:31 What a complete game revealed
| Original plan | Cut plan | Final game | |
|---|---|---|---|
| Puzzles | 50 | ~40 | ~40 plus bigger finale |
| Worlds | 5 | 4 | 5, last one short |
| Magnets | 3 | 2 | 2 |
| Story | Involving, with twists | Bare minimum | Extra cutscenes, small twist |
| Scissor gate | Planned | Cut for bugs | Fixed and restored |
| Between worlds | None | None | Transition stages |
Playing the finished whole shows exactly where a game is weak, so the last months can be spent on the right fixes.
- Seeing the full game exposed its weak spots. 6:34
- The new story was dull, so he added cutscenes and a mild joke about artificial intelligence, with a small twist.
- Having every magnet but few levels left felt anticlimactic, so he made more puzzles and a bigger finale.
- He restored the scissor gate mechanic by fixing its bugs and adding a couple of levels with it.
- His verdict on the story: It's still not going to win any awards for storytelling, but it's something.
- A short last world ends the game on a high. 7:44
- World 4 had grown to about 20 levels, against about 15 in each other world, so he split the game into five worlds again.
- Transitional stages now sit between worlds, because moving between them felt flat.
- Players who have all the magnets and reach the factory rooftop would not want another long world of hard puzzles. It would stall the pacing.
8:25 Locked content, daily polish
| Adding content | Content locked | |
|---|---|---|
| Game gets | Longer, not much better | Better every update |
| Daily work | New levels and mechanics | Small fixes from playtests |
| Playtests | Monster list of problems | People having fun |
| Hint system | Testers missed it | Pop-up when stuck |
Once the content was locked, small daily fixes made the game better and playtests got good.
- Locking content frees attention for tiny fixes. 8:25
- A tester wanted dialogue for one interaction, so he added it.
- Some testers missed the hint system, so a pop-up now appears when a player is stuck for a set time.
- He now playtests almost every day and changes things subtly.
- New content made the game longer but not much better. Polish improves it with every update.
- Good playtests lift morale. 9:11
- Testers are having fun and liking the game.
- He says the morale boost of a good playtest cannot be understated.
9:51 Release date and what finishing means
Finishing means accepting the unfinished and gaining a clear last stretch to make the game better.
- The game launches on Steam on November 6th, 2024. 9:57
- Three months remain for polish, playtesting and marketing, not new levels.
- Mac and Linux builds may be ready for launch, with no guarantee.
- The date is exactly ten years after the first Game Maker's Toolkit episode, uploaded November 6th, 2014.
- The late stretch rewards the decision to stop. 11:28
- Seeing the whole game allows informed choices about where to spend the final months.
- Changing focus from endless content to polish makes the game improve at a surprising rate.
- He jokes that there is always a sequel, but says this is not an announcement of Mind Over Magnet 2.
In the growth library
Mark Brown, creator of Game Maker's Toolkit, making his first game. Finishing a game means cutting the plan to fit the deadline, getting to a playable start-to-end build early, and then locking content so the last months go to polish and playtesting. Worth watching for how Mark cuts Mind Over Magnet from 50 puzzles to 40, then uses the complete build to see what to restore and what to fix.
Lessons that draw on this:
More from Game Maker's Toolkit · The whole library, and ask it anything