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Solo Developer Shares Lessons From Building a Maze Game Alone

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A developer who left a midsize studio describes building a solo maze game and finds that staying organized across every role was harder than the coding itself. They narrowed the project to a minimal feature set centered on a single gameplay loop, covering maze generation, movement, artifact pickup, and basic ghost AI. After weighing Unity, Godot, and a custom engine, they chose Godot for its fast editor, Python-like scripting, and built-in export tools. Frequent Git commits, automated build scripts, unit tests for the maze generator, and two-week sprints kept the work structured. A friend's playtest feedback then prompted quick fixes to visual cues and respawn invincibility.

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