Demons Down Under will be my 11th indie game. I have gained sufficient experience to understand that it is best to work efficiently, but not rush to the finish line. Rushing near the end leads to excessive down-time between projects, so is not beneficial in the long run. Rushing overall leads to early burnout, and worse, terrible shortcuts in design to save time. For example, compare turn-based game Zombie Tactics to the failed one of the same genre from years ago:
|Failed turn-based project|
|Successful, Zombie Tactics|
Also compare the hack-and-slash bunny game to Demons Down Under...
|Failed hack-and-slash game|
|Successful, Demons Down Under|
Similarly, compare the terrible stationary defense game to Defend Your Nuts 2:
|Failed defense project|
|Successful, Defend Your Nuts 2|
Lastly compare these two hack-and-slash games:
|Failed hack-and-slash project|
|Successful, Paladin vs Demons|
Each of these failed projects have something in common: I rushed too early, crunched too hard, and lost inspiration and motivation. I took too many shortcuts in attempt to reduce development time, which crippled the design. So basically when it comes to small games, work efficiently, but do not rush.
Interestingly, I also rushed on the following projects... perhaps within time I will return to them...?
Some of these have some interesting foundation from a game design point of view. A key benefit of working independently is exercising complete creative freedom. Gut feeling and spontaneous inspiration play a big role. The inspiration can originate from an arbitrary source. For example, I live near the Pennsylvania-Maryland border, so may take a trip to Gettysburg now that the weather finally is warming up.