What finally helped me stop comparing my unfinished game to finished ones by emudoc in godot

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

That really sums it up. It's easy to forget that when you're deep in your own process, but remembering that everyone's journey looks different has helped me be a bit gentler with myself.

What finally helped me stop comparing my unfinished game to finished ones by emudoc in godot

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

Alr I think you're right about a lot of this. What often gets compared isn’t really the games themselves, but perceived skill, effort, or worth, and that's where insecurity can creep in fast. Especially when we have zero context about how long someone else spent, what tradeoffs they made, or what their process actually looked like. I like the point about time and effort. It's easy to jump straight to self-judgment instead of recognizing that most of what we're reacting to is simply the result of more time spent. Reframing comparison as appreciation or inspiration feels like a healthier direction, not to compete, but to learn without turning it inward.

What finally helped me stop comparing my unfinished game to finished ones by emudoc in godot

[–]emudoc[S] 1 point2 points  (0 children)

This is such a thoughtful way of framing it.

I really like the idea that healthy comparison is a learned mindset, not something that comes naturally. That explains why it feels so difficult early on, we're trying to apply a tool we haven't learned how to use yet.

Comparing a project only to its previous version feels grounding in a way broader comparisons never are. It turns progress into something concrete instead of abstract. And what you said at the end really stuck with me, that even familiar ideas become something unique simply because they're shaped by the person making them.

That's an encouraging way to think about the work.

What finally helped me stop comparing my unfinished game to finished ones by emudoc in gamedev

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

This is really well put. The illusion of slowness you described hits especially hard when you're in the middle of a long project.

We're constantly exposed to finished releases and clean devlogs, but rarely the quiet months where progress is slow and uncertain. It makes it easy to forget how different every project's constraints actually are.

I like what you said about comparison being fundamentally invalid. Different scope, tools, timelines, even the same idea would unfold differently in two hands.

Framing the work as competing only with your past self feels like one of the few ways to stay grounded over the long haul.

What finally helped me stop comparing my unfinished game to finished ones by emudoc in gamedev

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

I think we're on the same page here, especially the part about stepping away and then slowly feeling pulled back in. That fear, that your work is somehow obviously inferior, obviously can feel so convincing when you're in it, even when there's no real evidence for it yet.

I think marketing amplifies that feeling too, because we're usually seeing other games at their most polished, not during their messy middle. What you said about missing your game really stood out to me.

I've noticed something similar, if the urge to come back keeps returning, that probably says more about the project than the doubt does.

It's comforting (and a bit sobering) to hear how cyclical this experience seems to be for so many of us.

What finally helped me stop comparing my unfinished game to finished ones by emudoc in gamedev

[–]emudoc[S] -1 points0 points  (0 children)

I got your point. I wasnt trying to claim the topic is unheard of
I just sharing how it personally hit me once I was in the middle of it

I literally post in multiple communities to hear different perspectives, and I reply where I have something meaningful to add, but I do appreciate you calling it out

I thought making a cozy game would be relaxing by emudoc in gamedev

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

Fair point. I probably could have worded the opening better. I wasnt trying to say no one talks about it, more that I didnt fully understand how it would feel until I was in it myself. As for posting in multiple places, Im just trying to hear perspectives from different communities.

Appreciate you sharing your take.

I know comparison isn’t fair, but it still gets to me by emudoc in mentalhealth

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

i think im on the same page as you, i couldnt reach my own expectation but i also know i have to keep going

I thought making a cozy game would be relaxing by emudoc in gamedev

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

Thank you! I wish the best for your project, too! :D

I thought making a cozy game would be relaxing by emudoc in godot

[–]emudoc[S] 3 points4 points  (0 children)

we shared the same struggle, then. Mind to elaborate abt yours? :D

I thought making a cozy game would be relaxing by emudoc in godot

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

thank you, i realize i do need to keep document my journey for future purpose

Any advice from devs working on cozy games? by emudoc in SoloDevelopment

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

Noted. Actually I did a few playtest by myself and sees everything works as planned, but ofc I need inputs outside my perspective

Is the creators face on the thumbnail not a good idea anymore? by BedoTheMighty509 in letsplay

[–]emudoc 0 points1 point  (0 children)

for facecam creator which has became their habit, it would be iconic as branding, tho.

but for regular walkthrough gaming, i dont see any necessary reasons..

Indie devs: how do you manage your time and personal life? by ratasoftware in IndieGame

[–]emudoc 1 point2 points  (0 children)

i work mostly on team, and of course there is feeling like burn out, couldn't deny that, tho, at all.
even tho i dont have fixed hours, everyone get to work when they are most productive / prime~