When to call it quits on your project

April 22, 2026 · Updated April 22, 2026 · 31 views

When to call it quits on your project

Lately I’ve been… contemplating (and yes, overthinking, just a bit).

How long should I keep trying to find the fun in a new prototype?

I watch a lot of Aarimous, and he talks about how the fun in his game 'A Game About Feeding A Black Hole' felt like a black hole — once he found it, everything else just got pulled in. It was obvious. Intuitive. Unavoidable.

I haven’t found that feeling yet in my bowling prototype.

And that’s the tricky part.

Because part of me believes there is something there. Something genuinely fun, buried under layers of “almosts” and “not quite yets.” Like if I just dig a bit deeper, tweak one more system, nudge one more mechanic… it’ll suddenly click.

But there’s also that other voice.

The one that says:

“You could just start over and make something way more fun immediately.”

You know… something simpler. A tight loop. A strong power fantasy. Something that hits instantly instead of slowly negotiating with you.

And then you get stuck between digging deeper and walking away.

But here’s the thing I’m reminding myself:

Moving on doesn’t mean forgetting.

And even if it feels like quitting, it doesn’t have to be the end. If the idea is genuinely good — if there’s something real there — it’ll come back. It always does. Ideas have a funny way of tapping you on the shoulder again when you’re ready.

So here’s the deal.

I’ve signed up for a game jam starting 03/05.

That gives the bowling prototype a deadline.

A chance to prove itself.

Either it shows me something worth chasing… or I move on, no hard feelings.


That’s all for today.

Enjoy your week — and good luck finding your fun.

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