If you’ve been following me you would see I like to do make games, add updates and quit on them completely. I do this too much. WAY too much. But this topic is supposed to help solve this issue. From now on I will work on one game, make an update for it, then start working on another day, so I’m rotating between projects and never get tired of one specific project, and this topic will help organize all of it. Right now the games in rotation are:
CODER CLASH!
BOMBARDMENT!
Dungeon Survivr
Wow I thought the list would be longer. Also, I know the other 2 (you know which 2 I’m talking about) are random, but I’ve really been meaning to work on them. Right now I’m working on coder clash, and the order will proceed from there
after im done with sprite stars i will update my 2 only good games, brawl straws and coder clash
The rotation approach is smart, it fights burnout by keeping things fresh without abandoning anything. One suggestion: give each project a tiny scoped goal per turn, like “add one enemy type” rather than “big update.” Small wins keep momentum and make the rotation feel productive instead of scattered. Three projects is a manageable number too. Looking forward to the Coder Clash update.
I think this is ai but I cannot tell
@TheEarth no witch hunts, please
Yeah, the scoped-goal-per-turn idea is the key that makes rotation actually work rather than just spreading yourself thin. A concrete “ship one enemy type” leaves you at a clean stopping point with visible progress, so picking the project back up next cycle feels inviting instead of like re-loading a mess into your head. That re-entry cost is usually what kills multi-project setups, and small closed loops kill the re-entry cost. Three’s a good ceiling too. Rooting for the Coder Clash progress.