When The Duct Tape Fails
There’s a phase in solo game development where the duct tape starts to fray. The quick fixes, the clever hacks, the mental map of interconnected systems—it all begins to buckle under its own weight. Improvisation, at first, feels like progress. You’re moving fast, no meetings, no documentation, no team to update. You can rip through systems in a weekend, punch in a thousand lines of code, jam mechanics together, and watch them somehow work. That velocity is intoxicating. You build momentum not because the systems are good, but because no one is stopping you.
But at some point, the freedom starts to turn. The shortcuts you took to move fast become bottlenecks. Your “temporary” scripts become fixtures. Systems are tied together with assumptions you never wrote down, only remembered. Everything important lives in your head—until you forget. You take a break, and when you return, it’s like walking into a room you designed blindfolded. It’s yours, but it feels unfamiliar. What once made perfect sense is now opaque, brittle, and hostile to change.
The idea of “building good systems” isn’t glamorous. It sounds like bureaucracy. It sounds like engineering when all you want to do is make something fun. But the need reveals itself quietly, slowly. Not when things are going well, but when things go wrong. When that new feature you thought would take a day turns into a three-day hunt through code that was never meant to be touched again. When you try to clean something up and realize five other things depend on it in ways you didn’t plan. When the editor crashes because your scene loading logic is a tower of matchsticks.
And if you try to build something bigger than a prototype—if you really try to ship a game—that tower will collapse under its own sprawl unless you start carving out order. It doesn't mean throwing away flexibility or killing creativity. It means recognizing that your ability to improvise has limits. It means understanding that discipline isn't the opposite of creativity, it's what allows it to persist past the initial high.
One of the hardest parts of being a solo developer is that you don’t just write code—you own every piece of the process. Design, art, audio, UI, production, QA, marketing. No one is holding you accountable except yourself. And that’s exactly why organization matters. Not as a set of rules, but as a set of anchors. A system of reference, so when the fog rolls in, you don’t lose your place.
When you’re the only one working on a project, you can tell yourself that it’s fine not to write things down. That you’ll remember what that variable name means, or why that object behaves the way it does, or what “fix later” was supposed to mean. But memory is slippery. After a few months—or even a week away—those details start to blur. Your code starts to look like it was written by someone else, because in a way, it was. You are not the same developer day to day. You think differently, you focus on different things, you forget what once felt obvious.
Without structure, you can’t pick up where you left off. You have to reverse-engineer your own thinking. That’s time lost. Energy burned not building, but deciphering. It’s easy to underestimate how much this costs you. It doesn’t show up as a crash or a bug. It just shows up as fatigue. As friction. As that feeling of opening the project and thinking, “Where do I even start?”
Task lists help—not because they force you to work a certain way, but because they offload cognitive weight. You stop trying to juggle the entire project in your head. You externalize it. You draw boundaries around what you’re doing and why. That alone can prevent a lot of scope creep. Because scope creep doesn’t usually come from big changes. It comes from little justifications. “This system would be better if…” “What if I just added…” Those little moments, repeated enough, can derail entire months. They don’t feel like a problem until the burn sets in and you realize you’ve built a dozen new features without finishing the ones you started.
Structure gives you a place to say no. Or at least, “not now.” It gives the project a shape you can see and understand. And if you ever want to grow the team, or even bring on a contractor, it’s the only thing that makes that possible. Nobody can help you if you can’t explain what needs to be done. Nobody can contribute meaningfully if the project’s logic is trapped in your head. Building for scale doesn’t mean you have to become a company. It just means you respect the work enough to make it shareable. Understandable. Extendable.
That transition—from doing everything fast and loose to laying foundations—isn’t comfortable. It feels like slowing down. Like you're trading velocity for red tape. But what you’re really doing is shifting from chaos to continuity. You’re making something that can survive your own absence. That can grow without collapsing. That can be revisited months or years later without starting from zero.
Every solo dev eventually hits this wall. Some push through with sheer will. Others stall. The difference isn’t talent or vision. It’s whether they can build systems that outlast inspiration. Systems that support them when energy is low, when motivation wavers, when the initial momentum fades.
Because no matter how skilled you are, or how clever your hacks, there comes a point where the duct tape gives out. You feel it in the slowdown. In the dread of opening the project. In the features that never quite work right. That’s when it’s time to stop patching holes and start pouring concrete.
The game doesn’t care how elegantly it was prototyped. The player won’t know how many clever workarounds you used. But you’ll know. You’ll feel it in every new build. In every test. In every update that takes twice as long as it should because nothing is where it should be.
So the systems come. Sometimes begrudgingly. Sometimes too late. But if the game is going to ship—if it’s going to make it out of your head and into the world—they have to. Not because anyone told you to. Not because there’s a “right” way. But because it’s the only way to keep going when the magic wears off and all that’s left is the work.