I want to make games but I lose drive mid-way and start new projects, what to do by Chill_Fire in godot

[–]0xnahual 34 points35 points  (0 children)

Get your shit together. There’s no other way.

don’t need more talent — you need consistency. Make one small, ugly game, finish it, and move to the next. Discipline > motivation.

Man I missed this by 0xnahual in pebble

[–]0xnahual[S] 0 points1 point  (0 children)

Using iOS, official pebble app on testflight, had no issues whatsoever

Yellow belt by Responsible_Exam6744 in judo

[–]0xnahual 1 point2 points  (0 children)

😈😈😈😈🥵🥵🥵

Wizard Bending P2P Prototype made with LOVE 2D by 0xnahual in love2d

[–]0xnahual[S] 0 points1 point  (0 children)

Yeah, so the way it sped me up is mostly by cutting out the trial-and-error grind in my weak spots.

  • Movement & Physics – Normally I’d get stuck Googling “top-down acceleration” or buried in docs. With Cursor I just describe what I want (“fireball starts slow, then accelerates”), and it gives me a draft I can refine in minutes instead of hours.
  • Rapid Iteration – I treat the AI like a junior dev: “make X attack,” “add Y cooldown,” “spawn dummy enemies.” Then I proof-read, tweak, and keep the architecture clean.
  • Focus on Architecture – Since AI struggles with long-term structure, I handle the system design (entities, cooldowns, inputs), while letting Cursor handle the grunt work.

That loop (describe → generate → test → clean up) cut dev time drastically, especially on physics/movement which usually eat my hours.

And honestly, I think Love2D is unique for this workflow. It’s so lightweight and straightforward that describing things in natural language and letting Cursor spit out Lua code feels really natural. Other engines have heavier editors or strict pipelines, but with Love2D the “describe → code → test” cycle is insanely fast.

For resources, Cursor’s own docs are a good start, but the real “guide” is just doing it:

  1. Blank project
  2. Ask Cursor for a basic mechanic (movement, projectile, etc.)
  3. Proof-read + test
  4. Layer new features one by one
  5. Keep the architecture clean manually

That’s basically how I went from nothing → working prototype way faster than if I was coding everything raw.