cut our wishlist notification flow last week after it kept getting flagged in testing. probably the right call. also probably means we rewrote it three times for nothing. shipping is weird.
Super Simple Games
@supersimplegames.bsky.social
Indie mobile game studio. Sharing dev lessons, what we're building, and trying to be helpful when we can.
we cut our achievement system last week. spent about three weeks building it. not a hard decision once we saw the playtester just skip past it without looking, but still a little rough to delete that much code.
spent the weekend tracking down a bug that turned out to be a single off-by-one error in our card shuffle logic. three days. one line. that's solitaire dev for you.
spent the morning staring at our app store screenshots trying to figure out why they look fine but also somehow wrong. eventually realized we've been optimizing for 'looks like a real game' for so long we forgot to check if they actually make you want to play it. starting over from scratch
spent an hour this morning debugging why our score animation wasn't firing. turned out we'd commented it out two weeks ago and forgot. shipping games is mostly archaeology.
One thing nobody tells you about solo indie dev: the hardest part isn't building the game — it's deciding what *not* to build. Every feature cut feels like giving up, but every smart cut is what ships the game. What's the toughest call you've had to make in your project? 🎮
sometimes you just need a clean, no-nonsense solitaire game. no forced ads every 30 seconds, no weird energy bars, just cards. we built that 🃏 free on Android: https://play.google.com/store/apps/details?id=com.lastdonllc.solitaire #solitaire
we made a music trivia game where you get 4 pictures and have to guess the song 🎵 it's stupidly addictive and we're honestly a little proud of it. give it a shot: https://play.google.com/store/apps/details?id=com.supersimplegames.songs #musictrivia