Finishing your game is not a goal
Tim Ruswick frames “finish my game” as a wish, not a useful production goal, and pushes developers to define the one thing that would matter most if a player tried the game right now. That shift matters because vague finish-line thinking often hides the real problem: the game may be playable, but not yet compelling.
For teams and solo devs, the takeaway is to stop treating completion as the metric and start identifying the highest-value improvement. That could mean tightening the core loop, improving readability, fixing onboarding, or making one standout mechanic feel satisfying before expanding scope.
The advice is especially relevant for indie projects where time and energy are limited. A concrete player-facing target makes it easier to prioritize work, cut features that don’t move the needle, and avoid the trap of polishing systems that won’t change how the game feels in practice.
In other words, the goal isn’t just to ship something finished; it’s to ship something that gives players a reason to care. That framing is useful for planning milestones, reviewing progress, and deciding what to do next when a project starts to drift.
“"finish my game" isn't a goal, it's a wish”
- what
- Tim Ruswick argues that 'finish my game' is a wish, not a real goal.
- who
- Tim Ruswick
- when
- Shared as a short social post; no date provided in the source material.
- impact
- Encourages developers to define a concrete player-facing priority instead of chasing vague completion.
Practical advice rather than praise or criticism
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